#Cutscene handling

1 messages · Page 1 of 1 (latest)

quaint sonnet
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Hey devs!
Noel once said that he would have handled cutscenes differently if he had known how many of them you were going to do. I have just started development on a short story driven rpg, and am asking for both advice on how to best handle the cutscenes, and curiosity of how you would've done it if you were to go back. ty!

kindred vale
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it would have been nice to make them more data-driven, or even done via a simple scripting language, mostly because it would have been nice to not have to rebuild and get back to the cutscene to iterate on it. Maybe now that C# has some better hot-reloading it'd be fine, though?

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I also think it could have used some better state management - skipping cutscenes and so on was always basically hard-coded and occasionally I forgot some stuff. If instead it had some way to manage "this is the game state at the end of the cutscene" to try and automate it, that would have been nice.