It would be possible to do little "in-game cutscenes", for instance when shooting a bear with an arrow, it would growl with npc_dialogue and have a timeout for remove_object. The problem of using remove_object with a timeout is that the player can click on the stage, drag items etc before the delayed command is enacted. So you could examine the dying bear, which will remove the dying growl and be quite weird narrative-wise.
Therefore, it might be a good idea to be able to "lock" the interface - it could e.g. gray out the inventory, and not respond to clicks or dragging until it is opened. The shift to non-interactivity needs to be communicated well to the user.
It would be possible to do little "in-game cutscenes", for instance when shooting a bear with an arrow, it would growl with npc_dialogue and have a timeout for remove_object. The problem of using remove_object with a timeout is that the player can click on the stage, drag items etc before the delayed command is enacted. So you could examine the dying bear, which will remove the dying growl and be quite weird narrative-wise.
Therefore, it might be a good idea to be able to "lock" the interface - it could e.g. gray out the inventory, and not respond to clicks or dragging until it is opened. The shift to non-interactivity needs to be communicated well to the user.