I've been thinking about ways of creating an alternate dialogue mode that would be closer to NWN1, Infinity Engine games, or Fallout (not FO3), for those of us who wouldn't be using voice overs. I'm posting this in general discussion since I'm curious what others think, and I don't want to post it in announcements since I'm not sure if I'll continue on this or do something completely different. I doubt it'd be popular with players clamouring for fully voiced cutscenes (I can imagine the thumbs down on DANexus already), but I think it would help get more story content out there.
Granted you could just have unvoiced cutscenes, but I feel it's a bit unnatural and you're expecting the user to keep their eyes glued on the text where they won't be focusing on the animations as much anyway.
So here's a hacked up prototype actually running in-game of what I had in mind:
*click to enlarge*

You wouldn't have to *only* use this mode - the best I think is to trigger it if the first dialogue line is some actual value, but it would probably require a (probably very short) fade in every time to give it time to set up. A fade in for this mode would be ideal anyway since it'll make the transition less jarring.
Then to simplify it, you can use a template stage to position the player and speaker (and others) so you can guarantee they'll be properly visible in the conversation and the camera is oriented and positioned properly (and no DOF, "Look at type" == None).
*click to enlarge*

If you wanted to mix it up, you could have different stages with different positions and cameras, but the scene would be mostly static.
As far as portraits or automatically indicating the name of the speaker: I think I'd need a TLK post-processing tool for that to automatically append that information, but we could live without it as well. And I suppose there's no way in a non-cutscene to add effects (like a ring for the current speaker).
Modifié par FollowTheGourd, 09 août 2010 - 12:39 .





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