Can I just put the brakes on for a moment?
I think there is a real need to go right back to the start and say 'what is the basic file format for character information?'
My own method was to have an INI file with a list of characters by 'scene'.
<Chars.ini>
[IntroScene]
1 = Man1
2 = Man2
3 = Woman1
Then each char would have their own INI file:
<Man1.INI>
[Frames]
1 = IDLE,1,32
2 = WALK,33,50 etc
[Sound]
Collison = HelloHowAreYou.wav
Click = DoYouWantToKnowTheWay.wav etc
[Path]
1 = 100,0,100
2 = 200,0,200 etc
[SpecialPath] - triggered by point in the plot
1 = 100,0,50,Plot1.wav (go here, say this, looking at cam)
I think the decision about the file structure of the information is pretty crucial, even before you start listing actual attributes and behaviours. I found this worked well for me - it could have been gui-driven (most INI file structures lend themselves to that) but it wasn't necessary.
I think there is a real need to go right back to the start and say 'what is the basic file format for character information?'
My own method was to have an INI file with a list of characters by 'scene'.
<Chars.ini>
[IntroScene]
1 = Man1
2 = Man2
3 = Woman1
Then each char would have their own INI file:
<Man1.INI>
[Frames]
1 = IDLE,1,32
2 = WALK,33,50 etc
[Sound]
Collison = HelloHowAreYou.wav
Click = DoYouWantToKnowTheWay.wav etc
[Path]
1 = 100,0,100
2 = 200,0,200 etc
[SpecialPath] - triggered by point in the plot
1 = 100,0,50,Plot1.wav (go here, say this, looking at cam)
I think the decision about the file structure of the information is pretty crucial, even before you start listing actual attributes and behaviours. I found this worked well for me - it could have been gui-driven (most INI file structures lend themselves to that) but it wasn't necessary.