@Silbereisen
Thanks for the write-up
I recently discovered how much stuff you can do if you parse strings.
It becomes a linear strand of instructions which you can build your own programming language into, which translate into GML, and does what it does until it compiles into machine code.
A single string outputting one line of text being..
#type# Hello, how are you today?
#delete# 19,6
#playsound# "snd_uhm"
#wait# 5
#type# right now?
#color# cyan,19,10
#blink# 19,10
#wobble# 0,5
(two numbers being position and length)This gets interpreted by your own system, and then..
Commands output:"Hello, how are you today?" is written out.
"today?" get's deleted.
You hear "uhmmmm".
5 seconds pass.
"right now?" gets written where "today?" was deleted.
"right now?" turns cyan.
"right now?" starts blinking.
"Hello" starts wobbling.
Persistent:Right now stays cyan.
Hello continues to wobble.
You could have an entire cutscene event in one string.
This couped with a nice in-game way to edit and add events will lead to a pretty sweet way to build your game.