Should I create different scene for different cutscene ?

In my game, I have a cutscene system similar to the one seen in the Persona series. Players will frequently visit the same locations, akin to a school setting, and may encounter various cutscene events based on the time of day.

Note that players won’t directly control a 3D character but will instead navigate using a map menu, which transports them to different locations.

my question is that if I have multiple cutscene for friends interaction, main story, etc in the same location ,say it’s a library, should I create distinct scenes for the library, each containing its own timeline for cutscene events, and play them upon scene loading? Or are there more modular methods to achieve a similar system?

You could even chop it up finer than that with additive scene loading.

You could load the content scene, load the cutscene scene, play it.

When the cutscene ends, unload just the cutscene and then load your player into the already-loaded content scene and off you go.

More reading…

Additive scene loading is one possible solution:

A multi-scene loader thingy:

My typical Scene Loader:

Other notes on additive scene loading:

Timing of scene loading:

Also, if something exists only in one scene, DO NOT MAKE A PREFAB out of it. It’s a waste of time and needlessly splits your work between two files, the prefab and the scene, leading to many possible errors and edge cases.

Two similar examples of checking if everything is ready to go:

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When we’re talking about a Persona game ‘cut scene’ you really actually mean something along the lines of a Visual Novel style dialogue, yeah?

In any case like Kurt says this can be done additively. Probably entirely modularly, with scriptable objects to set up the cast of characters and dialogue trees, and so on.

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That’s a lot of resource you give me, I will make sure to check most, if not all, of them. Thanks !

half correct,
I intend to use the same location (environment) frequently, and by frequently, I mean a lot.
So I was thinking creating different scenes using the same environment (copy and past them or make them into prefab) might be unnecessary

Want to properly describe what you mean then? Persona has had a lot of different cut scene styles over the years and usually multiple within the same game.

In any case you can still probably make this all modular. Probably only need the one ‘stage’ scene for a cut scene, and then just additively load/instantiate everything you need into it.