13 Jul 2019 |
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Gitlab Notifications | [VOADI/Vegan on a Desert Island#master] 1 new commit by Alex Gleason | 14:09:43 |
| dog in a konqi mask joined the room. | 14:24:11 |
Gitlab Notifications | - Do more of cutscene4 #325 (28fd5bed)
| 14:09:43 |
dog in a konqi mask | this game looks cool, i'm excited to see it blossom | 14:24:43 |
dog in a konqi mask | it reminds me of the gbc zelda games | 14:24:51 |
Alex | Thanks!! That's what we're going for 😁 | 14:25:43 |
Alex | These cutscenes are such a nightmare to make for some reason. There are all these game variables all over the place that I wish I didn't have to come up with naming conventions for. | 20:36:50 |
Alex | I feel like I need to maintain a spreadsheet of all game variables | 20:37:01 |
Cluedrew | For this I would recomend verbosity. | 20:37:39 |
Cluedrew | You know a good open source pixel art editor? I was just looking at Libresprite and it looks like two year old Asesprite. | 20:40:26 |
Alex | Let me give an example.
At the end of my cutscene there's a dialog, "Are you ready to go?" with a yes/no answer.
If the player says "no" the cutscene shouldn't be played again. So you have to store a variable. I called it cutscene4_intro .
If you say "yes" then the characters actually leave that room and show up in a different map. So need a separate variable for that, which I'm calling cutscene4 .
I wish I didn't have to make 2 variables for this one cutscene, but it's the only way to get the behavior I want. I don't know how to make good names for game variables either. And it would be better if there were some higher level design pattern for this.
| 20:40:31 |
Alex | In reply to @_discord_267048655624732673:t2bot.io You know a good open source pixel art editor? I was just looking at Libresprite and it looks like two year old Asesprite. I use Krita | 20:40:40 |
Alex | Maybe what I really need is variables like npc__martini__location which is set to the map she's currently supposed to be in | 20:42:19 |
Cluedrew | There are three states here right: cutscene lock, cutscene avaible & cutscene finished (for the final time)? | 20:44:14 |
Alex | It's more like, cutscene finished, and cutscene REALLY finished | 20:44:49 |
Cluedrew | What is the difference? | 20:45:08 |
Alex | cutscene finished means I said "no, I'm not ready to go yet" so it didn't trigger the next cutscene. But I already saw the last cutscene. I have to save it because if I leave the map and come back I don't want it to repeat the last cutscene again. | 20:45:57 |
Alex | but once I do say "yes, I'm ready to go" it creates a different game context because pieces move in response to that choice | 20:47:32 |
Alex | so two variables. one for seeing the cutscene, and another for saying "yes" | 20:47:57 |
Cluedrew | So it is just the dialog that is repeated not the entire cutscene? | 20:48:14 |
Alex | Yeah just the last bit of dialog, "So are you ready to go? Y/N" | 20:50:54 |
Cluedrew | I think two variables actually might be right, but only one is "for the cutscene" the other is for unlocking the thing by saying yes. But if you want one variable for this cutscene just put something other than a bool in there, you only need to repersent a few distinct states. | 20:50:37 |
Alex | That's true | 20:52:39 |
Cluedrew | Talk to Maxatrillionator, most of his quests seem to use a single variable. | 20:52:15 |
Alex | The stuff that changes ultimately is where the NPCs are. So ultimately I think something like npc__martini__location might be right. I'd set it to a map name | 20:53:53 |
Alex | I kind of want a npc's directory with metadata about every NPC | 20:54:27 |
Maxatrillionator | What I do for small things like these kind of cutscenes that might have multiple phases is something like martini_scene_state , which gets set to 0, 1, 2, or 3.
Quests in my game all have one main variable, which is tied to Llamazing's quest log system, where nil means the quest isn't started, 0 means you have the quest in your log but haven't started, 1 is step 1 complete, 2 is step two complete, etc. It's all defacto documented since it's a quest log, lol. I still do have extraneous variables running around like oakhaven_island_port_blackbeard_scene_suspicious_guy_observed = true , if that scene doesn't advance the quest, it just doesn't bother me for some reason. | 22:25:33 |