Skipping Sequences
Posted: Tue Jun 01, 2021 6:58 pm
I've been working on a point-and-click adventure game for a while, and one of the requested features I've gotten back repeatedly from beta testers is the ability to skip dialogue.
For nodes without sequences, that ends up being pretty easy, but it's more complicated for nodes that script stuff out.
For instance, I might have nodes that, with my custom sequencer commands, cause a character to walk from one location to another. To skip that, I'd have to have the character teleport.
I know you can used the "required" keyword to force a command to execute the moment the skip button is pressed, but I was wondering if that means there's some corresponding method we can implement in the custom sequencer commands to react to a skip request. So if the sequencer command is one with a "Wait" suffix, then it has the option of performing it's duties in an immediate manner. So for WalkTo().Skip(), this would cause a player to teleport rather than walk.
Just curious how other folks tackle this.
For nodes without sequences, that ends up being pretty easy, but it's more complicated for nodes that script stuff out.
For instance, I might have nodes that, with my custom sequencer commands, cause a character to walk from one location to another. To skip that, I'd have to have the character teleport.
I know you can used the "required" keyword to force a command to execute the moment the skip button is pressed, but I was wondering if that means there's some corresponding method we can implement in the custom sequencer commands to react to a skip request. So if the sequencer command is one with a "Wait" suffix, then it has the option of performing it's duties in an immediate manner. So for WalkTo().Skip(), this would cause a player to teleport rather than walk.
Just curious how other folks tackle this.