FMODįor audio related stuff our composer suggested that we use FMOD and after weeks and weeks of denial, anger, bargaining and depression, the Stockholm syndrome eventually kicked in and we finally accepted it. It’s a complex system, but so far it’s working. Our current choice is to combine all of these tricks, depending on the level, phrase length, player actions, how important the line is, and so on. – how he should continue his line after that? Start it from the beginning or keep talking as if nothing happened? The former can get annoying really fast, the latter will be confusing If the narrator stops his current line to react with “ I have a particular set of skills…”, etc.That is completely unresponsive and will eventually fail, too If the narrator ends his line and reacts after that, there delay between action and reaction is enormous and completely ruins the experience – the player might not even remember what he did ten seconds ago that made the Voice so angry.If the narrator ignores the player and continues to talk, we are ultimately failing the idea of “player pissing off the Voice”.Now imagine the same person telling some important information regarding the plot of the game: “ Hello, player, the answer to life, the universe and everything is…” – and then the player does something that should interrupt the voiceover. What’s the fuss all about? The trailer is about a person getting angry on the player because of his/her actions. Just listen to our old trailer once again, and then we’ll explain why it’s so hard to implement: Dude, Stop – Greenlight Trailer We should write a blog about itĪll of the problems and their solutions would take a lot of time to write about, that’s why right now we will start with a brief explanation and expand on it afterwards in some other blog post. And now players are demanding the same Narration in the game even though actual implementation of this feature is going to take months of work. But then SOMEONE (not pointing any fingers) decided to make a trailer with a Voice Actor! “It’s gonna be funny!” he said, “Everybody’s gonna love it” he said. Simple music, a few sounds and absolutely no narration. The initial demo was short, sweet and cute.
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