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It sounds a lot of work went in to make the characters move smoothly. which I think it paid out pretty well!

If that's the implementation, I wonder each playthrough plays out slightly different cutscenes depending on the character's position and speed when the cutscene has started

Thanks for answering my question!

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For sure! And yeah that's something I had to design around. The first cutscene happens right after you fall into a large pit, so I knew the player would be respawned right at the checkpoint, always the same position. And the last one forces you through a small gap, so that everyone would have to trigger it right then. A more elegant solution would be to calculate the path to the cutscene 'start' and have the player character move there before triggering the rest of the scene. Or something!