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#start_scene_now[ nico ]
The above is a script function that tells a game object to stop what it’s doing and join the player’s current interaction scene - right now. Imagine George and Piermont chatting and then Nico joins the conversation midway. We don’t want to wait for Nico to finish what she’s doing - maybe walking - we need her to drop it and start right now. But until we need her, she’s free to do her thing.
Simple enough, and it allows for better acting compared to our previous games. The code for this is only a few lines, but it’s one of those things that seems to break of it’s own accord every few weeks. I fixed it again today, after yet another case popped up where it didn’t work. It’s cursed I tell you - CURSED!
Hope you like the pic - it’s a Dave Gibbon’s scribble dating back to the BASS design docs in the very early 90’s. Enjoy.
Something is afoot - Kelly has switched to turquoise post-it notes on the wall-of-scheduling. Looks ominous.
Meanwhile, more tweeking of the menus for me. Not my tweeks so much as Charles tweeks. I’ll begrudgingly admit they are probably right. Soon we’ll get onto the game menus. I think as simple as humanly possible will continue to be our mantra.
Coding Music of the day - the new Daft Punk. Very nice. I have to listen to something if, for no other reason, than to drown out the sound of retro-console-gaming soundtracks coming from Joost’s headphones.
Loved the 3.5" floppy pic. I still have my first floppy drive which is 5.25" with ten hard-sectors. That is, there are ten holes punched in the disk to specify where each sector begins and an 11th hole as a timing/index hole. -- re
I did not know about the holes - interesting!
I remember my first PC - hard disc was 20Mb. Second one was 30Mb which some considered both unnecessary and ostentatious :)
Hi Tony, are there any news yet if Franziska Pigulla is coming back for German Nico? Best, Chris
No news as such, other than the studio are trying to arrange it…
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