That's a great cutscene. It adds a lot to the game's atmosphere. I also really like your animations and the overall style of the game! It reminds me at portal 2 for some reason. A great introduction to cutscenes! Maybe you can make some tutorials :)
It’s nice seeing a dev that’s not making an ‘into the gungeon-stardew valley fusion’. It’s not that I don’t like those devs, it’s just that it’s gotten boring and repetitive. This is a refreshing change of pace
Ohohohoho. I thought it was going to be a _kind old man_ - I thought that sprite you introduced last devlog was a _bow._ No. That is an _aggressive_ lean-in. Well, my friend, I'm invested now.
Your Cutscene with options gave me quite a big idea for my game. Quite similar to what you did. It start with a timeline to a dialogue, but in my case I've kept the dialogue fully interactable with options to jump into another timeline to the next dialogue. I will try your game 100% as soon it release!
I really really love the game and i'd like to buy it when it releases that graphicsstyle is amazing however i find the "talking" sound sounds a bit heavy imo i dont know if you will change it in the upcoming videos and if you dont agree feel free to not listen to my point, i just wanted to give a response :)
Thank you so much! Totally agree. I've made that sound in a hurry just to have it in a video and I hate it sooo much. I was thinking about replacing it with like a subtle typewriter sound. I can't recall any game that uses that but I'm sure you know what I'm talking about. Anyway, I'm currently postponing music and sfx until later. So I'm gonna leave this problem for the future me. Thanks again :)
@@aarthificial yes I totally know what you mean, I think a "voice" could be nice also, you could try making it a little less spicy if you know what i mean
The stuff you show in your clips is very good, really nice and tought out solutions utilizing what Unity is bringing to the table. The unique solutions, like the pixel art reskinner, are also really clever.
Interesting, graphics sort of reminds me game Flashback from early 90s. It was something like much harder Prince of Persia in sci-fi environment and I've spend maybe few hours trying to get through first level, but it somehow stuck in my memory. But this looks actually better, not being limited to three floors, 256 colors (or 16 from 64 on EGA?) and static background.
I set the speed of the root playable to 0. It appears to be paused but ongoing animations etc. are still applied: gist.github.com/aarthificial/d2064b363ab4244988c5866f23fa4d3a
Could we have a tutorial/upload of a base script for your cutscene switcher please? I'm still just starting out in Gamedev and do not know all the syntax to achieve this and unity's documents are not always helpful. Not much on google either about switching timelines.
I don't get what the purpose of the Animator Controller is. When the Choice is made pressing the Button(Dialogue Bubbles), it generates a Choice Index which can be passed directly to the Cutscene(script) to play the respective PlayableDirector. Press Bubble ---Choice(i)---> Cutscene(Script) ----> Play PlayableDirector(i) But your system takes an extra step by going through the Animator: Press Bubble ---Choice(i)---> Animator StateMachine (Awakening)----Transit to----> StateMachine (Choice(i)) -----> Cutscene(Script) ----> Play PlayableDirector(i) Why is it so? I hope i can get the answer. Thank you in advance.
Thanks! Not really, iirc I took the voice samples from some random youtube videos. But I don't really like it. I'm thinking about switching to something like the typewriter sound some games use
@@aarthificial Thanks man. I've seen so many dev logs but yours is informative as well as entertaining. I like what you did with the animation. Great work.
i want to do something similar to my cutscene dialogue, its currently not interactive, do you have tutorial step by step on how to do it? or repository?