I set aside that 1,000 screen batch game for the time being, and it was fun doing it and started off a new project. Going to be a 3d combat rpg space game and uses a similar tree system to mass effect but is not the same game as mass effect so thee's no shephard or Asaris or anything like that. . Unreal is good, but can be unfriendly and awkward at times, Unity is also good engine but unfriendly very involved with code....
For the new Project, I started this one a little different.. I did write about the plot of the 2 missions in another thread on here. I've written all the game text dialog out for the first two missions and layed it over with the game characters. And the dialog also does have basic foley sounds now, As its a game dialog that has progressions also in it so the further you get into the game the more flags it uses to determine what progressions to do or what different events to show up as you're playing the game out.
I also added in half of the voice diaglog files in now to the text, all this has been done outside the Unreal engine to save me alot of time... So I can set up all the sound system of the game and test it and also the diaglog branches before I put it into the game engine to create the 3d world version of it.
I went on those sites you gave me the links to, but this is not what I want because I want to spend my time instead making and developing my game by finding the necessary game resource files, not wastning my time ages trawling around endless music promo sites. That just offer me nothing except to give me services to just listen to everyone's songs. that's not what I'm looking for.
Yes, The game script won't take long at all to type up that's only a small job,. NOT all the audio will be in every line of the script, but ony with the main characters speaking... and maybe a few audio from market vendors and stuff....NOW for the time being, I decided to use the synthesized audio in the script in places, most of it i with the commander (the main character of the game), so I can at least see a working prototype of both the audio and the text before deciding to put it into the game engine.
What I have in mind may work for UNREAL 3 rather than for unreal 4. Mass Effect had tons of text diaglog in it and its set up with a trigger with Kismet, very simple, Set a trigger, then use kismet to plug in just one touch trigger item and select text announcements and just link the two.
But in Unreal 4 you have to plug in nearly TEN nodes to do the same thing and it takes far longer to set up.
But the best solution I think is a Diaglog text file which is an ID diaglog database containing the text Dialog Strings with the String ID and Audio ID numbers to tell the game to display what text and play what audio file, except I don't know how to make unreal look inside a diaglog file to get those things. but for doing games with alot of diaglog rather than using just Triggers or blueprints as too many blueprints files or too many triggers in a map may end up crashing the engine........
I do high velocity touch typing, that's one of my greatest strengths I have on the keyboard. So 60,000 lines of text is not a big job (well to me it aint). for I've already typed up 2,000 lines of code already with the text diaglog all in it. so I can move from place to place in the ship and test all my text dialog out before I put it into the game engine. and I started typing it just only a couple of days ago.
I set aside that 1,000 screen batch game for the time being, and it was fun doing it and started off a new project. Going to be a 3d combat rpg space game and uses a similar tree system to mass effect but is not the same game as mass effect so thee's no shephard or Asaris or anything like that. . Unreal is good, but can be unfriendly and awkward at times, Unity is also good engine but unfriendly very involved with code....
For the new Project, I started this one a little different.. I did write about the plot of the 2 missions in another thread on here. I've written all the game text dialog out for the first two missions and layed it over with the game characters. And the dialog also does have basic foley sounds now, As its a game dialog that has progressions also in it so the further you get into the game the more flags it uses to determine what progressions to do or what different events to show up as you're playing the game out.
I also added in half of the voice diaglog files in now to the text, all this has been done outside the Unreal engine to save me alot of time... So I can set up all the sound system of the game and test it and also the diaglog branches before I put it into the game engine to create the 3d world version of it.
Ahh the Commoore c64 days
Argh, I wish they check these licenses fist before releasing !
I could probably use that in the labs level as one of the monsters. do you have a ship
s pilot's chair yet? . its similar modern design to the one they use in mass effect.
I went on those sites you gave me the links to, but this is not what I want because I want to spend my time instead making and developing my game by finding the necessary game resource files, not wastning my time ages trawling around endless music promo sites. That just offer me nothing except to give me services to just listen to everyone's songs. that's not what I'm looking for.
This is one of those unique special tunes, look at all the many layes that are involved in
making this. impressive. would love to use this in my game.
I've had to remove the spaces from the filename, because Windows don't like filenames with spaces.
Titanic Piano you don't need to tell us 20-30 times, once is enough.
Yes, The game script won't take long at all to type up that's only a small job,. NOT all the audio will be in every line of the script, but ony with the main characters speaking... and maybe a few audio from market vendors and stuff....NOW for the time being, I decided to use the synthesized audio in the script in places, most of it i with the commander (the main character of the game), so I can at least see a working prototype of both the audio and the text before deciding to put it into the game engine.
What I have in mind may work for UNREAL 3 rather than for unreal 4. Mass Effect had tons of text diaglog in it and its set up with a trigger with Kismet, very simple, Set a trigger, then use kismet to plug in just one touch trigger item and select text announcements and just link the two.
But in Unreal 4 you have to plug in nearly TEN nodes to do the same thing and it takes far longer to set up.
But the best solution I think is a Diaglog text file which is an ID diaglog database containing the text Dialog Strings with the String ID and Audio ID numbers to tell the game to display what text and play what audio file, except I don't know how to make unreal look inside a diaglog file to get those things. but for doing games with alot of diaglog rather than using just Triggers or blueprints as too many blueprints files or too many triggers in a map may end up crashing the engine........
I do high velocity touch typing, that's one of my greatest strengths I have on the keyboard. So 60,000 lines of text is not a big job (well to me it aint). for I've already typed up 2,000 lines of code already with the text diaglog all in it. so I can move from place to place in the ship and test all my text dialog out before I put it into the game engine. and I started typing it just only a couple of days ago.
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