What changed
0 fixes3 additions0 changes0 removals
addedr1045 + Add m_HasPlayedRoomDescription variable to Prologue System and save/load in GameData + Add poster interactions akin to datapad interaction with relevant bools used for save/load in GameData + Ensure room event triggers dont prevent player from exiting room + Add audio to player choice buttons + Add audio to appearance and disappearance of player choice menu
addedr1044 + Refactor Smoking Man prologue into branching dialogue with player choices - refactor dialogue coroutines into new prologue system that steps through: - X number of skippable dialogue strings (List ), for Y seconds (List ) - W number of player choices (List ) - new DialogueProgression method - new DecisionPoint method - accept = (disable button, unpause, close menu, dialogue progression) + enable key + close smoking man + camera target player - decline = (disable button, unpause, close menu, dialogue progression) + return to decision point - ask AI = (disable button, unpause, close menu, dialogue progression) + open second scroll view - ask memory = (disable button, unpause, close menu, dialogue progression) + open third scroll view - notice = (disable button, unpause, close menu, dialogue progression) + open fourth scroll view - accept green = (disable button, unpause, close menu, dialogue progression) + open first scroll view + gain 2 green - accept rage = (disable button, unpause, close menu, dialogue progression) + open first scroll view + gain 2 rage - accept kocha = (disable button, unpause, close menu, dialogue progression) + open first scroll view + gain 2 kocha - accept black magic = (disable button, unpause, close menu, dialogue progression) + open first scroll view + gain 2 black magic - decline anything = (disable button, unpause, close menu, dialogue progression) + open first scroll view - dialogue system player decision points pause the game and bring up player choice menu - dialogue system starts a player decision point with first player choice selected - ability to step through dialogue text at your own pace - add initial narrative preface
addedr1042 + Refactor Smoking Man prologue into branching dialogue with player choices - create new multiple choice answer UI - create green drug item
RAIDING PARTY changes
addedr1045 + Add m_HasPlayedRoomDescription variable to Prologue System and save/load in GameData + Add poster interactions akin to datapad interaction with relevant bools used for save/load in GameData + Ensure room event triggers dont prevent player from exiting room + Add audio to player choice buttons + Add audio to appearance and disappearance of player choice menu
addedr1044 + Refactor Smoking Man prologue into branching dialogue with player choices - refactor dialogue coroutines into new prologue system that steps through: - X number of skippable dialogue strings (List ), for Y seconds (List ) - W number of player choices (List ) - new DialogueProgression method - new DecisionPoint method - accept = (disable button, unpause, close menu, dialogue progression) + enable key + close smoking man + camera target player - decline = (disable button, unpause, close menu, dialogue progression) + return to decision point - ask AI = (disable button, unpause, close menu, dialogue progression) + open second scroll view - ask memory = (disable button, unpause, close menu, dialogue progression) + open third scroll view - notice = (disable button, unpause, close menu, dialogue progression) + open fourth scroll view - accept green = (disable button, unpause, close menu, dialogue progression) + open first scroll view + gain 2 green - accept rage = (disable button, unpause, close menu, dialogue progression) + open first scroll view + gain 2 rage - accept kocha = (disable button, unpause, close menu, dialogue progression) + open first scroll view + gain 2 kocha - accept black magic = (disable button, unpause, close menu, dialogue progression) + open first scroll view + gain 2 black magic - decline anything = (disable button, unpause, close menu, dialogue progression) + open first scroll view - dialogue system player decision points pause the game and bring up player choice menu - dialogue system starts a player decision point with first player choice selected - ability to step through dialogue text at your own pace - add initial narrative preface
addedr1042 + Refactor Smoking Man prologue into branching dialogue with player choices - create new multiple choice answer UI - create green drug item
r1045 + Add m_HasPlayedRoomDescription variable to Prologue System and save/load in GameData + Add poster interactions akin to datapad interaction with relevant bools used for save/load in GameData + Ensure room event triggers dont prevent player from exiting room + Add audio to player choice buttons + Add audio to appearance and disappearance of player choice menu
r1044 + Refactor Smoking Man prologue into branching dialogue with player choices - refactor dialogue coroutines into new prologue system that steps through: - X number of skippable dialogue strings (List ), for Y seconds (List ) - W number of player choices (List ) - new DialogueProgression method - new DecisionPoint method - accept = (disable button, unpause, close menu, dialogue progression) + enable key + close smoking man + camera target player - decline = (disable button, unpause, close menu, dialogue progression) + return to decision point - ask AI = (disable button, unpause, close menu, dialogue progression) + open second scroll view - ask memory = (disable button, unpause, close menu, dialogue progression) + open third scroll view - notice = (disable button, unpause, close menu, dialogue progression) + open fourth scroll view - accept green = (disable button, unpause, close menu, dialogue progression) + open first scroll view + gain 2 green - accept rage = (disable button, unpause, close menu, dialogue progression) + open first scroll view + gain 2 rage - accept kocha = (disable button, unpause, close menu, dialogue progression) + open first scroll view + gain 2 kocha - accept black magic = (disable button, unpause, close menu, dialogue progression) + open first scroll view + gain 2 black magic - decline anything = (disable button, unpause, close menu, dialogue progression) + open first scroll view - dialogue system player decision points pause the game and bring up player choice menu - dialogue system starts a player decision point with first player choice selected - ability to step through dialogue text at your own pace - add initial narrative preface
r1043 + Fix door issue with rapidly opening and closing + Fix: Player was able to get stuck in doors - progression stopper
r1042 + Refactor Smoking Man prologue into branching dialogue with player choices - create new multiple choice answer UI - create green drug item