← back DynOSTiC | Updates Feb 20, 2026This jump is a major runtime + tooling pass: cutscenes are now treated as a full gameplay-adjacent system, not a side feature.
Changed
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Added episodic story manifests with ordered flow and unlock rules, plus validation in CLI.
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Added campaign cutscene lifecycle flow support and lifecycle hooks.
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Added cutscene checkpoint persistence/resume so campaign state can hand off and recover from cinematic checkpoints deterministically.
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Added projection policy enforcement:
- gameplay content is validated as isometric-only,
- cutscene presentation viewpoints remain flexible.
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Expanded cutscene authoring/lint pipeline:
cine dialogue-exportcine dialogue-importcine locale-qa- branch report export in narrative graph.
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Added cutscene asset tooling:
- preview bundle asset manifests,
- preload/warmup helpers,
- streaming cache eviction helpers.
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Added live-reload support for timeline/localization payloads.
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Expanded audio runtime:
- bus-aware playback,
- crossfade on same bus,
- ducking envelopes,
- mix snapshots + reverb zones
integrated with
background/post_fx.
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Improved caption/localization quality controls:
- locale-specific safe-zone overrides,
- overflow scaling,
- QA warnings (missing locale lines, reading speed, overflow risk).
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Improved player-facing cutscene controls:
- checkpoint/choice skipping behavior,
- unskippable beat clamping,
- auto-pause-on-input accessibility,
- recap generation.
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Cutscenes start faster and feel smoother under load.
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Audio transitions are cleaner (less hard-cut feeling between cues).
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Campaign progression is more reliable when resuming around cinematic checkpoints.
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Subtitle quality is better across locales, especially long text.
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Invalid gameplay projection setup gets caught early, before weird in-game camera behavior leaks through.
For end-users, this update mostly means
fewer rough edges: less broken narrative
flow, fewer camera/projection surprises,
and a more stable campaign-cinematic
handoff.
For content authors, it means stricter
validation plus better tooling to
iterate quickly without flying blind.