Around an hour of tweaking the camera parts and such, but I assume it’ll take me another hour to fix everything, and improve the atmosphere of the cutscene.
Any idea how I can make this cutscene better? Thanks for your rating!
I think that adding some music would help, but you were probably planning on doing that anyways, and setting the TextScaled option to false, since it gets harder to read as time goes on. Other than that, your cutscene is really solid and interesting.
Sure! I used a simple for loop in which I iterated through each character, lemme send you an example:
local string = "blah"
for i=1, #string, 1 do
coroutine.wrap(function()
path.to.sound:Play()
end)
path.to.gui.textLabel.Text = path.to.gui.textLabel.Text..string.sub(self.text, i, i)
task.wait(.05)
end
Hey, can you recommend a good text size, that won’t be too small but too big either? Also, what do you think about the size of the name of the speaker? TextScaled is enabled for that label as well.
I think the speaker having TextScaled is fine. As for the body text, that’s hard to say. Just play around with the size until you find one that looks good to you!
Solid 6/10 (Kinda harsh I know). The ending of the cutscene where the camera returns to the player is great, same with how the player turns at the beginning to face the person speaking. However, I recommend you to add some extra small details when the commander is talking to really give that 10/10 Hollywood effect
Examples:
Aspect Ratio (Black bars at the side/top of the screen)
Zoom in of the bacons base from the sky or the ground
Cutscene camera position moving could be a lot smoother
More background details to make the room feel a lot more full
Maybe a cut of the camera slowly going past the commanders eyes to make it more dramatic (definitely pair with aspect ratio being small)
When your character rotates to face the commander, have them do an emote like a salute or some other form of “chain of command” stuff you see in movies.
As the commander is talking and the text shrinks, it becomes hard to read against the background. Consider putting a transparent color behind it so the text always stands out for easier reading.
Can you put a chat bubble on your player when they talk? You don’t have to repeat their username and it makes it clear who is talking, the player or the commander.
When the Camera pans to the weapons, they should have a spot light on them to help them stand out, they are hard to see currently.
Consider adding a sound FX to the “text” as it is being written, maybe like a typewriter or some other sound you hear in action movies when they are spelling text on the screen.
Overall, very well done and smooth. I appreciate the effort it takes to make these cut-scences as it can be more complicated than people realize until you actually do one yourself.
The text gets a bit small as more text shows up, id either set it to one standard size that doesnt change or split up the sentances. also a bit of movement to the characters would be nice as right now they just stand there like statues. also this is more of a cute suggestion but mouth movement- not 1-1 lip sync but like- mouth open mouth close and maybe a blink
aside from that its really good and hope to play it!
Keep in mind this is just a second draft, I’m still working on some of the aspects you mentioned since they were great ideas.
(Oh yeah, the arms at the end was an fps viewmodel, shouldn’t be there though, so it’ll be fixed soon.)
Also side note idk if the audio plays, but there’s a typewriter audio that plays during each character.
Edit: Yup, my recording software didn’t record audio for whatever reason.