More specifically the style of cutscenes and the use of choices, the game doesn't feature any walking or stuff like that, it's mainly cutscenes styled a certain way and then player choice comes up, or a QTE happens, or they have to spot something in the environment, is this kind of gameplay possible with AC, and how can I go about it for my game?
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Welcome to the community, @nayadivide.
Sequencing together animated cutscenes, broken up with QTEs and dialogue options, is a mechanic AC is well suited for. It's suitability is more down to the techniques involved to create your cutscenes.
With this style of cutscene, where the visuals, audio and animation need to match up very precisely, I'd recommend the use of Unity's Timeline to create them.
AC has Timeline tracks of its own, for speech playback and camera switching etc, but the animation of sprites, camera etc would be handled using Unity's own Animation track.
I'd recommend first experimenting with Timeline by itself, before incorporating AC, to get a feel for it's suitability. For fading characters in and out in different poses, you ought to get by with just one or two Sprite Renderers in the scene, which change their position / sprite as part of the animation.
Timeline is used by the opening and ending cutscenes of AC's 3D Demo. A tutorial on AC's Timeline integration can be found here.
To run a Timeline, use the Engine: Control Timeline Action. To have other Actions run once the assigned Timeline ends, check Wait until finish? in this Action.
AC can run QTEs through its Input: QTE Action. A series of tutorial can be found here.
For player choices, you'll want to use the Conversation system. Tutorials on this can be found here.