Tag Archives: dialogue

Cutscene Practice

The first (practice) cutscene

This was an exciting one: cutscenes! I initially had literally no idea how to do this, and it took a good while to figure it out and get a lot right. I had to learn Unity Timelines, and I grabbed the free asset Cinemachine to handle the cameras (which I do have a few issues with; you’ll see the jump at the end of the cutscene when it transfers to gameplay). That jump was mostly remedied later on, but it’s very difficult to fix, and so I will be looking for other ways, possibly just Game Creator cameras, to construct these cutscenes.

Timeline, however, is a cool little tool built into Unity, and I also learned some animation using this as well! The door, for example, was something I quickly modeled with ProBuilder and animated in timeline to open and close (and timed the sound effects). I also got to animate the lights which was fun, but it was a little challenging to get the sound effects to line up just right.

This was also the first time I was able to use the Dialogue system from Game Creator, which I will make a video of at some point as I had to set it up very specifically to get it to do what I wanted using the character avatars. It’s not very apparent here but it will be when I start showing two characters interacting (which I have practiced with but not made anything official for yet).

I upgraded the background sound effects with randomized extra sound effects that occur at certain random intervals, just to make things seem a little more natural.

You’ll also notice that Allison is finally the main character! It was around this point I decided to scrap the idea for a separate demo and started constructing this how I wanted the game to start canonically. Of course the story and dialogue needs so work but it’s early yet ;D

This video was recorded on December 22, 2020.

Road to Motel Basics

The HUD featured here was a placeholder only; non-functional. The flashlight implemented in this also had no inventory mechanic whatsoever, rather it was just a lighting effect place onto the character that could be switched on and off. An inventory system had yet to be created. You can see how jittery it is, as it’s moving purely with the characters movement; you can’t move it independently. I changed this in the future!

The dialogue (also called”barks”, which are essentially character shouts) were created using the Game Creator “floating messages” system, which I gave my own custom skin to make them appear as comic-style speech bubbles to tie in with the games eventual graphics style. In this scene, they appear when the player reaches an area boundary, and will be utilized much more in the future.

The floating text was left over from my practice getting text to always face the camera, and appear when the player was near enough to it. In the same vein, the arrow on the ground was made and animated by me for practice and study. Neither will be used in any final version.

The loading screen used here was via a custom script I did a lot of research on (actually a group of 3 scripts), which has a moving status bar displaying a percentage while it loads/unloads the scenes it’s told to.

This is not visible in the video, but “under the hood”, I will note that this is far before I got the actual Game Creator movement script working with SpriteMan3D. I am actually using the custom simple character controller here that came with the SpriteMan3D asset. It is very simple, only walk and run animations (run being triggered by holding the Left Shift key, standard movement being WSAD). The flashlight button was “F” and simply turned the flashlight geometry to active or inactive.

This video was recorded Dec 11, 2020