It depends on how much time you want to spend in the system and how universal you want the final system to be. A powerful cutting system can be flexible enough to be used in almost all interactions in a typical 2nd RPG.
If you want your best, I would suggest an approach with a lot of data. Store as much data as possible in files and use the file system to your advantage. If you say: βall the scenes in the dialogue are in this folderβ, then when adding a new scene, you just need to drop it into the folder and not create a scene, and then touch any conclusion of any main switch. Just keep in mind the large system that you want to make as simple as possible by adding a new scene, rather than 400 different places to touch.
I would also stay away from switch statements to track progress in the video. This adds a lot of overhead to each scene. An identical clipping would be as simple as an array of data and position. Your sketch manager, singleton, can parse the array, decode the data in commands, and turn it off.
Sorry if this is a big uncertainty, but many of these decisions depend on how your engine is structured and what you want from the system. Keep in mind that the more general the system is, the more you can use it to move forward, but to get started you will need more time to get started.
Turqmage
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