Right, we’re back! Today I’m implementing the new scene for RRS Discovery. I’ll probably need to draw a little too, but I’ll do the implementation of the dialogues first to see how it looks like.

There should, by the end, only be Maria and Aurora in this scene.

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Right now it’s a bit too people-y.

It bothers me a little but it doesn’t really change the dialogues, so let’s rock on.

A little time later, I now have the early scene dialogues in (although, the artworks needs to change)…

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…as well as the scene where they go across the Tay.

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Before I’ll move on to do the rest of the dialogues, I’ll need some kind of logic communicating between the scenes where we are.

I don’t see a point doing a separate game manager for this scene, as nothing happens but dialogue, so I’ll do the time keeping logic in the dialogue script. If more stuff happened, I could use int (whole numbers) to keep track of where we are, but only one thing needs to be tracked, so I’ll use a boolean. I’ll make it a public static bool so it will stay the same across scenes and scripts.

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I have a fadeout sequence for transitioning out of the memory.

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Guess it’s now also for transitioning within the memory. 🙂

As for the start, I’ll put it to display different dialogues for when you get back from the realm.

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Better just implement the ending dialogues as I’m already here.

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There wasn’t too much.