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OCTAVIUM · TOULOUSE V2
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Cutscene system

Status OpenDays 1 day TargetTrello Cutscene system
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Sub-tasks

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Notes

Specification (from Trello)

Cutscene & Dialogue System

What it is

A basic system where we can create cinematic intros for the game and tutorials, editable through a config, using the cutscene UI. It also covers interaction with NPCs linked to AI, where you can talk with people in-game. The AI’s role would be to make variants of all the messages, so there’s new messages every single time and different choices.

UI location: [fill in]

The cutscene UI (from the picture)

A dialogue box with:

  • A round portrait on the left (the speaker's image).
  • A Name field at the top.
  • A text area for the line being spoken.
  • Two buttons underneath for responses / choices ("Text Here" x2).

Cutscene / tutorial system

  • Cinematic intros and tutorials are built through a config, so a non-scripter can set them up.
  • TPs player to different locations in-game to explain things and concepts. Trigger from proximity prompt or first time walking inside buildings.
  • The config defines a sequence of steps: speaker name, portrait, the text shown, and the choice buttons (with what each choice does or where it leads next).
  • This drives the cutscene UI above. Used for the game intro and for tutorials.

AI NPC dialogue

  • NPCs can be linked to AI so players can actually talk with them in-game.
  • The player walks up to an NPC, opens the dialogue, and can have a back-and-forth conversation through the same UI.

Notes / to fill in

  • UI location.
  • Which AI provider/model the NPC talks to.
  • How config steps are structured (any examples you want to lock in).
  • Sounds and polish (typing sound, advance sound, etc.) if wanted.

Pictures

No extra pictures yet.

OCTAVIUM · TOULOUSE V2 · MODERATED UNDER RODEVS & HIDDENDEVS