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Can this be used to create interactive cutscenes?

I am making a strategy game - village building. But I will have a quest line and some of the quests will go into interactive cutscenes. Is this a tool that I can use for that or would it take too much altering? Will I be able to use it for all the quests including those that don't have cutscenes?

Thanks

Comments

  • To what extent will the cutscenes be interactive?  And in the quests that don't have cutscenes, what are you looking to do in them?  The demo games give a good idea about the extent of the toolkit's interaction and cutscene capabilities.

    AC can be turned on and off at any time, with the lines:

    AC.KickStarter.TurnOnAC ();
    AC.KickStarter.TurnOffAC ();

    Individual systems, such as Movement, Interactions, Menus, etc can also be disabled separately by way of the Engine: Manage systems Action.

    AC does prefer to be the "dominant" asset, i.e. the one that sits above all others and is disabled when necessary, however in your case it sounds like you'll want the reverse - to only switch AC on at certain points.

    I would recommend, therefore, beginning your game a "dummy" scene that merely turns AC off in a Start function and then continues as normal - AC will then sit in the background doing nothing until you turn in on again.

    Alternatively, you can restrict AC do only occupy certain scenes within your game.  AC considers a scene "its own" if its GameEngine prefab is present in it - if this is not present, AC will not do anything.  You could, therefore, isolate the quest line to specific scenes - but I don't know if this is an option for you.

    I would also recommend that you do have a look at some of the tutorial videos to see how AC is supposed to work when running on its own.  You shouldn't need to alter it in order to get what you want, but an understanding of its normal use is important.
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