Still moving glacially through the Cutscene Editor work, and a few other things. First, a few simple short cutscene videos of increasing complexity, using the editor GUI:

Look around and comment
Talk, walk and talk
Guardians of the forest

The cutscene editor supports playing the cutscene obviously, but just before it does, it creates a savefile. It also has another option to load to that savefile, if we want to debug the scene quickly without worrying about modified state, allowing a workflow of play -> see what's wrong -> edit the cutscene -> load to pre-play state -> play again.

The cutscene editor session info, which is stored to a file, can associate a cutscene with a dungeon architect level. This way, we can quickly play a cutscene, if something is wrong, go back to level editing in dungeon architect, then play the level again and run the cutscene. This is optional because cutscenes can run in any level/situation, not just premade levels.

Console command is now a first class type, because I wanted a unified way to handle the relevant GUI: a textbox where you can type the command, a textbox with real-time output as you type, a button to show and pre-populate the command textbox with available commands, and a couple other things. This exists in the general game inspector (so you can run arbitrary commands anytime) but can even be part of an effect.

Lots of bug fixing in the cutscene functionality. Turns out, having a GUI tool and using it to create several variations of scenes, leads to quickly uncovering bugs of varying seriousness. It's getting better, but it is frustrating at times. On the plus side I think this is the first time I manage to make content with in-game tools because it's functional and not an eyesore either. Still not super great, but can't be polishing tooling forever.

Next: a few more cutscenes with greater complexity, authoring purely in the in-game GUIs.