Skip to content

Cutscenes

Millie Macdonald edited this page Jan 18, 2017 · 1 revision

One problem faced in communicating the game story was the style of cutscenes to be used. After class critiques and with consideration for time, as well as the structure of the medium we're using, we decided that a Visual Novel style was our most effective solution for cutscenes.

Cutscene Structure

After significant discussion we settled on a workable cutscene structure. Cutscenes would be broken up between a part A and a part B, to be placed before and after a match respectively. Due to the structure of the story, cutscenes are tied to particular characters. For example the Guard character encompasses cutscenes 2a and 2b, being the second boss the user faces.

Cutscene1

Scene change between cutscenes will be largely unnoticeable. A B scene will run into the next A scene without need for additional load time, with the distinction between different scenes purely existing for easier tracking. The following diagram demonstrates how an overarching structure for cutscenes will exist. Cutscene2

UMLDiagram

Home

Saving and Loading

Statistics tracking

Game Play

APIs


Game Guide

Other Guides

Design Guides

Overviews

Features

Animations

Splash Screen & Create Account Screen

Player Account Settings

AI

Duck Dust


Brainstorming


Future Development


http://cultofthepartyparrot.com/parrots/partyparrot.gifhttp://cultofthepartyparrot.com/parrots/partyparrot.gifhttp://cultofthepartyparrot.com/parrots/partyparrot.gifhttp://cultofthepartyparrot.com/parrots/partyparrot.gif

Clone this wiki locally