Closed omundy closed 4 years ago
Let’s talk categorization. Take a look at the Dialogue spreadsheet and add a column to get some test ideas going. Currently the code can get a sound by category and index, a random category or subcategory, or a random mood. So we can play specific sounds like (you making) “I see a monster” but if we change the text to “Did you see a monster?” that requires a new sound. Intonation is even more important. How many of your friends say hello exactly the same way?—it's based on mood. So Tally might say it happy or somber or bored or excited or as a question all of which are different. So I’m thinking you don’t want the sound to be understandable, otherwise it would add a lot of work. Do you agree? I still think you can capture the mood however. Did you find some examples?
@jakecarver - @DLammens showed me some good examples of game characters with sounds that accompany text dialogue. Check out Banjo-Kazooie and Animal Crossing and The Sims' Simlish. The Banjo Kazooie example is really great. I like the trashcan that "bleeps" a lot. We may need to shorten some of the phrases that Tally says but that will be fine. Please copy @DLammens as you add new iterations.