Cutscenes
HOLLOWBELL's staging: the moments the game takes the camera, and the camera it gives back.
staging.Cutscenes
HOLLOWBELL's staging: the moments the game takes the camera, and the camera it gives back.
The moments
Each beat is a cutscene definition from staging.stage, played through the
engine's cutscene runtime — which takes the viewport, draws the bands, holds the
player, and gives all of it back however the beat ends.
| beat | when | what it holds |
|---|---|---|
| opening | Hollow.staging.opening, from phase opening | the cracked bell, the Cloister, and the Lamplighter at the top of the descent |
| gate | "gateOpened"(n) | the wall between two chambers coming open, with the line for that gate |
| boss intro | "bossEngaged" | up past the Bellwarden to the bell it has been ringing, then down onto it |
| death | Hollow.staging.death, from phase dead | down onto the body, then up and away from it |
| victory | Hollow.staging.victory, from phase won | in on the fallen Bellwarden, then up to the bell that has stopped |
A beat ends the same way whether it played out, was skipped, was superseded or
could not start: the camera goes back to the rig and the Director is told the
beat is over exactly once. menu.confirm and menu.back skip a beat, which
carries the keyboard, the pad's south / east / Start, and the on-screen touch
buttons; the cutscene runtime answers the keyboard's own skip keys as well.
Turn cinematics off to make every beat return at once, for a slice that wants
gameplay without waiting through the staging.
The camera
The rig is aimed at a focus entity this component moves, so the framing and
Hollow.shake are one mechanism rather than a fight with the isometric
controller over the camera's transform.
- Lead — the focus sits ahead of the hero, north, so the descent is on screen rather than behind them.
- Distance — read from the live
ui.screenSize()every quarter second. A screen narrower than the 3:4 the game is composed for pulls the camera back until the play is as wide on screen as it is at that shape; a wider screen keeps the authored distance and sees more. - Shake —
Hollow.shake(strength, seconds)translates the focus, so the whole frame moves together and the horizon does not swim.
The sound
Three clips, synthesised from arithmetic in staging.stage so a beat has a
voice whatever a generation service is doing: a cracked bronze bell, a falling
swell for the death card, and an opening chord for the victory card. They are
registered with Hollow.sound.register under staging-only names and played
through Hollow.sound.play; where no mix has come up yet, the beat plays them
itself.
The light
Each beat carries one lamp of its own, placed and taken away by its own cues. The crypt is lit for play, not for a close-up on a bell or on a body on the floor, and nothing a beat does to the light survives it.
Scoped to this part · feeds back into the world's score.