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Hello everyone, I am building a 3d rpg and the only logic I am still lacking in my game is a cutscene manager. I have been thinking about it for some weeks and, since I couldn't find a definitive solution, I decided to ask you in case someone in the community managed to do something similar.
I am trying to find a way to make a scalable system so I can handle multiple cutscenes with it. I need to handle character's position and animations and change them based on who's speaking or what is going on in the scene (like switching to an angry idle when a character is angry etc.). I thought about using Dialogic signals but in that case I would end up making a new script for every cutscene and I think it would get messy and it wouldn't be very practical. I also thought about handling Dialogic timelines via the AnimationPlayer like the characters, so I could store all of my cutscenes as different animations, but in that case I wouldn't be able to make the animation progress with the dialogue since the AnimationPlayer can't tell when the player presses the DialogicAccept input. I also thought to create a node that stores export var to handle animations, characters and dialogues that references a global var so dialogic can access it, but I think it would be very convoluted and not very intuitive.
I would just like to know how you would tackle this problem and if you got some new ideas or some way to optimize my ideas in mind. Thank you in advance!
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Hello everyone, I am building a 3d rpg and the only logic I am still lacking in my game is a cutscene manager. I have been thinking about it for some weeks and, since I couldn't find a definitive solution, I decided to ask you in case someone in the community managed to do something similar.
I am trying to find a way to make a scalable system so I can handle multiple cutscenes with it. I need to handle character's position and animations and change them based on who's speaking or what is going on in the scene (like switching to an angry idle when a character is angry etc.). I thought about using Dialogic signals but in that case I would end up making a new script for every cutscene and I think it would get messy and it wouldn't be very practical. I also thought about handling Dialogic timelines via the AnimationPlayer like the characters, so I could store all of my cutscenes as different animations, but in that case I wouldn't be able to make the animation progress with the dialogue since the AnimationPlayer can't tell when the player presses the DialogicAccept input. I also thought to create a node that stores export var to handle animations, characters and dialogues that references a global var so dialogic can access it, but I think it would be very convoluted and not very intuitive.
I would just like to know how you would tackle this problem and if you got some new ideas or some way to optimize my ideas in mind. Thank you in advance!
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