Conversation & Sound
During one part of the design, I did run into something interesting, which others may already know, but I will also comment on now for those who may not. If you have a sound object playing and the player enters a NWN2 style cutscene conversation, the player no longer hears the sound object playing. (The sound object is still playing, but it is suppressed during the conversation.) Interestingly, this does not happen with other styles of conversation windows.
A Haunting Flute Sound Comes From The Caravan |
For instance, in the scene above the player hears a haunting flute sound coming from the caravan. When they go to investigate, this sound is suppressed (or not) according to the conversation GUI I use.
Smaller Interactable Hotspots
There is another handy tip I picked up when working on this part of the area: I did not want the entire wagon to highlight when approached and so used a smaller collision box to be the target of the conversation. However, a collision box does not have the small portrait picture of a wagon when in conversation. Therefore, I used some script on the collision box to initiate a conversation with the wagon instead (which now had the conversation). In this way, I was able to have a small "hotspot" that worked for a much larger placeable.
Conversations, plots and scripting continues ... all the while I feel up to it.