So there are some especially long cutscenes in RFI that the player might need to rewatch several times (like cutscenes before a particularly difficult boss battle, for example!).
I've mentioned the idea of having an optional 'Cutscene Skip' button in an event that automatically stops the current event/step. The way I see it working would be like an alternate 'Start' step that is automatically used as soon as the Player decides to push the Skip button. Example: Let's say this is a chain of steps in a cutscene: - Player enters a cutscene. - Player speaks with NPC - Player does some animations - Player speaks some more with NPC - Player does some animations. - Player begins a boss fight. ==================== The Player presses the skip button here: - Player enters a cutscene. - Player speaks with NPC - Player does some animations - Player speaks some more with NPC <---------- - Player does some animations. - Player begins a boss fight. ==================== Skip Button Start Steps: - Close all Dialogue - Fade Screen Out - Move Player/NPCs/etc to appropriate places on screen. - Whatever other setup needs to be done. - Fade Screen In - Player begins a boss fight.
But without such a tool; what would be the best way to tackle a skippable cutscene with the tools we have now?
It would basically have to be able to cancel the current event being played, and then probably restart the same event with a different local variable set (SkipCutscene=TRUE, for example). Then at the beginning of the event, you check for that variable and if True, immediately fade and skip to the end of the event.
But is there a good method to check for the 'Skip' button input being pressed, and to have that input reset the current event with a local variable difference? If that makes sense? :D