During any given level, there could be lots of different triggers that may have the conversations on any given wall continue forward, or move to another conversation on that wall. There are no deaths in the game, the player will just need to reset the level to try again if they have blocked themselves in.
Ideally, I'd like to have a fast forward 'continue' function for entries that don't require feedback, as each entry will have a short delay if it continues on its own, and then once the player finishes an entire conversation for the first time, they'd be able to to skip the entire conversation. That way if they are forced to reset a level over and over again, they aren't forced to learn how to jump, move, and look over and over and over again (or whatever I am forcing them to learn). I imagine these will be two different buttons: Skip & Skip All (once unlocked).
NW Wall - Convo 1
"[Blank Wall]" - Cube Drops to Floor, cannot skip.
- SetContinueMode(false);
required SendMessage(CubeDrop,,MrSceneManager);
Delay(1)@Message(CubeLanded);
"Hello Cube" - Can skip.
- SetContinueMode(true);
required SetContinueMode(false)@2;
"[Blank Wall]" - Can skip.
"Cube Can Jump." - Jump Unlocks, cannot skip.
- required SendMessage(CubeCanJump,,MrSceneManager);
Delay(1)@Message(CubeJumped);
"[Blank Wall]" - Can skip.
"Cube Can Move." - Move Unlocks, cannot skip.
- required SendMessage(CubeCanMove,,MrSceneManager);
Delay(1)@Message(CubeMoved);
"[Blank Wall]" - Can skip.
"Cube Can Look." - Move Unlocks, cannot skip.
- required SendMessage(CubeCanLook,,MrSceneManager);
WaitForMessage(CubeLooked);
NE Wall - Convo 1
"[Blank Wall]" - Cube is dropping, cannot skip.
- SetContinueMode(false);
Delay(1)@Message(CubeLanded);
"[Blank Wall]" - Can skip.
"[Blank Wall]" - Can skip.
- SetContinueMode(true);
required SetContinueMode(false)@2;
"[Blank Wall]" - Can skip.
"Space Bar ␣" - Cannot skip.
- Delay(1)@Message(CubeJumped);
"[Blank Wall]" - Can skip.
"Arrow Keys" - Cannot skip.
- Delay(1)@Message(CubeMoved);
"[Blank Wall]" - Can skip.
"Arrow Keys & Shift" - Cannot skip.
- WaitForMessage(CubeLooked);
SW Wall - Convo 1 (note, this could be triggered by the (Cube Looked) Message, but it is always hidden until they look anyway.
"Cube Can Leave" - Cannot skip.
- WaitForMessage(CubeHasLeft);