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The toolsets we use for creating dialogue

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maldal

Posts: 192

Joined: Mon Sep 28, 2009 4:09 pm

Location: Tulsa, OK

Post Wed Dec 30, 2009 12:29 pm

Re: The toolsets we use for creating dialogue

Absolutely! Another good one, though it requires purchasing Half Life 2, is the Hammer editor. While the Steam engine is getting a little long in the tooth, it's facial animation system is still incredibly powerful and, with the provided content, can be quite a powerful tool.

In fact, I've suggested both the UDK and the Steam Engine to...uh...interested parties here in the forum for them to put their ideas to the test. I'm sure the fact that he hasn't chosen to do this is not a surprise to you, mainly because that would require a level of analysis and technical competency that he has yet to illustrate or, even more potentially ego-damaging, is actually having to prove his system works, is fun, and has not been done before. Actually creating something means having to put your work out there for critique, hoping for praise, but occasionally getting vilified. Having actually created games and MOD levels, I know that it can feel good to hear praise and hurt to hear criticisms.

That said, there are several different screenwriting tools that I find useful when writing dialog, as I mentioned before. Final Draft is another good piece of software because of its voice-reading system. Hearing someone (or something) else read my dialog helps give it an impartial reading to hear if it is any good or not.

When it comes to game system design, I have realized more than once that if you want to consider if a game system will actually work, the best way to discuss and develop it is to sit down and try to explain it to a programmer. Programmers tend to think very logically, so, explaining the system to them forces me, as a Designer, to think about it in a step-by-step manner. The more complicated the system, the more I find that I have to create smaller and smaller steps that have explicit mechanical value and can be concisely explained.

More than once, in these discussions about very complicated systems, we've come up with a usable, workable technical design because we've broken down the system into such small chunks that how the system will be implemented is self-evident. When it comes to writing systems, I tend to split time between MS Word / Wiki for text and MS Visio for Flow-charting.
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Anthony.Hart-Jones

Posts: 36

Joined: Tue Nov 24, 2009 12:26 pm

Location: Milton Keynes, UK

Post Thu Dec 31, 2009 5:12 am

Re: The toolsets we use for creating dialogue

I find Neverwinter Nights is my go-to for mocking up dialogue trees, since it has such a strong dialogue system in spite of its age. I have to say that I stopped coding more or less the day I left university, so I haven't played with the HL2 SDK; I wrote a 3D engine in a fit of arrogance and ended up with quite a respect for games coders, as well as a new understanding of why off the shelf engines are an acceptable compromise.

How are you finding QuArK? I used it for a day when I was a level designer, before they bought me a copy of 3DWorld Studio (used to be Cartography Shop) to use. QuArK is apparently more user-friendly these days than it was back then, so maybe I should give it a try.

Oh, one final thing; I often try to record my own dialogue (I used to be an actor before retraining) and sometimes use a package called MorphVox for changing the character, but I have used AT&T's Natural Voices demo ( http://www2.research.att.com/~ttsweb/tts/demo.php ) for it too. Not a bad little package and you can download the sound files to drop into your engine or a WinAmp / Media Player play-list.
The Narrative Designer formerly known as AnthonyHJ
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Steve.Mallory

Posts: 70

Joined: Tue Nov 24, 2009 12:37 pm

Location: Tulsa, OK

Post Thu Feb 18, 2010 11:02 am

Re: The toolsets we use for creating dialogue

Found an interesting collection of music online that I've found useful when assembling pitches and concept stories of late:

Two Steps From Hell

Most recently, they did the music for the Star Trek film...excellent small samples of music that help inspire me to write as I listen to them :)
Steve Mallory
Game/Narrative Designer
quis custodiet ipsos custodes
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