What you want to do(imo) is create a leaf based time array.
Every action has a reaction right? So just make the reactions constant, and then you only have to record the non constant actions.(I.e player presses A, player lets go of A)
In this case, the player movements. (I.e length of cut-scene has no weight on size, only amount of 'time detail'
leaf based means you can change time and do cut scenes easily, because if you remove say action C, all it's children actions(That it caused) are removed from the time line.
Once you have a robust timeline going on, you can quickly piece together dramatic and cinematic cut scenes.
By piecing together self made scenes.
Or you could write a little script layer on top to do things llike 'playerA.runTo(plauyerB.location) etc.'
Every action has a reaction right? So just make the reactions constant, and then you only have to record the non constant actions.(I.e player presses A, player lets go of A)
In this case, the player movements. (I.e length of cut-scene has no weight on size, only amount of 'time detail'
leaf based means you can change time and do cut scenes easily, because if you remove say action C, all it's children actions(That it caused) are removed from the time line.
Once you have a robust timeline going on, you can quickly piece together dramatic and cinematic cut scenes.
By piecing together self made scenes.
Or you could write a little script layer on top to do things llike 'playerA.runTo(plauyerB.location) etc.'