To make it all work I created short Sequences for each action I wanted.
For the drawer, I separated it in 4 different sequences, with open/close animations for each drawer, and customizing the curve to get the interpolation I wanted.
For the “Hide In Locker” sequence, I added a Cinematic Camera actor and manually animated the camera using the Pilot function, I then added a Fade track to control the brightness of the sequence and then finished it off with some sound effects.
I have to say though, the sequencer is a GAME CHANGER, I’m having so much fun, it’s amazing.
I have ran into a few bugs which I will be reporting but other than that I can’t wait to maximize its potential!
This is so inspiring, Rynex! Thanks for spelling out each step you took to create the finished product, it’s useful for me to follow along. I especially like the locker hiding mechanic.
Gameplay like this would also be useful for a hidden object mystery game, which is one of my fave genres. Those stories require a lot of opening and closing doors and drawers to search for clues and collectables, and camera animations so that the player can view objects and puzzles more closely. A friend and I made a brief hidden object mystery in Core for a game jam. I loved it but the downside is that hidden object games are inherently a once-through story, not a lot of replayability. We added a timer and a leaderboard, which kept some speedrunners coming back for a while