nobodyinteractive-blog
nobodyinteractive-blog
ALL THE MONKEYS ARE DEAD DEV BLOG
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Development Blog
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nobodyinteractive-blog · 7 years ago
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Dialogue System
The dialogue system works using our plugin ‘SPeachTree’, created by Ben Chan and Govind Venkatesh.
We have our system for normal dialogue which starts in a .txt file external to the game e.g.
DIALOGUE_SECTION ("Diner_Opening") DIALOGUE: CHARACTER_NAME("Lyman"), TEXT("...") CAM_ANGLE("VIN_MEDIUM") AUDIO("Opening_dialogue") D_LENGTH(5.0) DIALOGUE: CHARACTER_NAME("Lyman"), TEXT("Don't tell my grandkids.") D_LENGTH(3.0) CAM_ANGLE("VIN_CLOSE")
We add the file path to the .txt file in the dialogue tree generator and click GEN WITH NEW FILE PATH.
SPeachTree then matches the correct tokens and parses them into dialogueSection and dialogue classes.
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Our Transcript Generator is for our new UI system. 
Similarly, we have a .txt file like:
// Transcript
T_SECTION ("Opening") DIALOGUE:"Don't tell my grandkids - There's a lot to say, where to start."
DIALOGUE:"Are you going to change my name?"
DIALOGUE:"You have my word."
DIALOGUE:"Okay. im not sure it will let us do one word? check this."
DIALOGUE:"Never know when your skeletons are gonna come knocking"
DIALOGUE:"Look we did decades of research and we didn’t really find it, somewhere on the way, things got muddled. You know, some friends informed me that they’re trying to find it, still, so maybe all of that will be worth something after all."
DIALOGUE:"LSD was a no in the end, for interrogation application at least, but we had some success using it and similar compounds for debilitation." LO_INTEREST("debilitation")to("Opening_debilitation")
<END_SECTION>
And this generates the data for the transcript:
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More on this soon
-Ben
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nobodyinteractive-blog · 7 years ago
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November - Creating Lyman
-Ben
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nobodyinteractive-blog · 7 years ago
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October - Placeholder dialogue from our recording session!
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nobodyinteractive-blog · 7 years ago
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Composition tests
Fantastic introduction piece test by Scott Wade
https://soundcloud.com/user-615518074/opening-sequence-draft-01/s-lth85
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nobodyinteractive-blog · 7 years ago
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October -
49 Pages of the script done, there will be about 170-200 pages for the full game
All converted into linear format from a graph format for the actors.
-Ben
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nobodyinteractive-blog · 7 years ago
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October - 
Leading up to remaking the 3d characters I wanted to draw the characters as much as possible so I just decided to start making comics using the script.
-Ben
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nobodyinteractive-blog · 7 years ago
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August
I’m currently writing the whole script for the game,
Every green box represents a graph similar to the one above.
-Ben
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nobodyinteractive-blog · 7 years ago
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April - Video Pitch for funding
We actually postponed the pitch date until 2019 due to clashing timetables but we’re just more encouraged by making this video.
A 7 minute concept demo has been created (No video yet though)
pw: buildit
-Ben
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nobodyinteractive-blog · 7 years ago
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March 30 - Putting walking system into C++ from Blueprints.
Blocking out the opening scene which allows the player to learn the movement mechanic at their own pace.
We are working towards a short vertical slice of the game with placeholder art etc. to get a good idea of how players will find the core mechanics of the game and how we can improve before going 100% ahead on writing the rest of the game with these mechanics.
-Ben
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nobodyinteractive-blog · 7 years ago
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March 24 - SpeachTree works
Our dialogue tree mechanic ‘SPeachTree’ is now working in its second iteration.
Far from flawless, the plugin takes in a .txt file and matches keywords using regular expressions to create tokens which are used to create dialogue sections with audio, camera angle, text, and mechanic information etc. 
Using SpeachTree allows us to save time working on the narrative and dialogue-heavy project when making changes or indeed creating entire new scenes. With the previous system we used in blueprints it would take 2 hours to make a bunch of changes to the script and now it would take us 5 minutes to do that same work.
We have yet still more to add to SpeachTree such as animation data including mouth and facial expressions to sync the audio, level streaming for playable vignettes and other interaction gameplay etc.
Next up is improving the camera system, the GUI for the journal and integrating the interviewing mechanic with our walking/ interacting mechanic.
After that, adding in the basic vignette level streaming, basic placeholder animations, fixing bugs etc.
-Ben
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nobodyinteractive-blog · 7 years ago
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Feb 25 
- Working on the journal interface, there is a selector and the possibility to change between tabs.
-Ben
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nobodyinteractive-blog · 7 years ago
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Feb 23
- Working on the interface for the dialogue system.
We want high interaction in the game which takes into account the user interface for the dialogue.
Next thing is to start including controls. The player should be able to flip through the different pages to access cards of categories ‘People’, ‘Entities’, ‘Locations’ and ‘Events’.
-Ben
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nobodyinteractive-blog · 7 years ago
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18 February 2018 18:22
February 18 - Govind and I have been working on a dialogue system called SPeachTree, It takes in .txt files written like a script for a scene in the game and parses the 'language' of the scene into tokens which are used to create a dialogue tree which can be spawned in the game.
Our game is all about narrative so we wanted to speed up the process of adding dialogue changes into the scenes.
The video demonstrates a very simple version of the system with only dialogue and simple choices. Next thing is to start working on the second version of the system which will handle complicated and interesting dialogue gameplay.
-Ben
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nobodyinteractive-blog · 8 years ago
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December 19
-Using iKinema in animation,
I’ve only created 1 animation but using iKinema allows me to modify the animation real time. The character will reach for the cup even when it’s in different locations.
-Ben
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nobodyinteractive-blog · 8 years ago
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November
-Going to life drawing classes and improving my 3d-modelling skills, better understanding of anatomy is allowing me to make better characters.
-Ben
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nobodyinteractive-blog · 8 years ago
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November
Govind and I have been working on a dialogue system past few months. It is close to being finished.
We wanted to make an automated dialogue tree creator which takes in a text file and then creates a dialogue tree to be used in game to save us time wiring things together manually.
It went through different stages, below are Govind’s notes:
“*** initial plan - everything as UObjects, Structs as nodes - architecture - Matcher class to deal with regex and matching input - Input reader acts as Finite State Machine to create Dialgoue Nodes - two kinds of Dialogue nodes, CHOICE/DIALOGUE - Tree class to hold reference to all Dialgoue Nodes. - Research into Currying functions in c++ - Lambdas, Template Functions, Function return type...
*** second plan -convert structs to classes since it made more sense, due to exntensibility and future proofing - Currying left as "Would be Nice" - not required in V1 of plugin
*** third plan - create plugin to move non-game related code to editor - Input format refinement, too much ambiguity - Possible transition to lexing/parsing pipeline instead of Matcher class to allow for more extensibility in the future - Flex and Yacc research - Integration of C code into C++ code”
We’re almost there!
-Govind and Ben
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nobodyinteractive-blog · 8 years ago
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November
- We have filmmaker and PhD student Shivani Hassard (http://ashassard.com/) doing mechanic testing for the game in board game format. Below is an excerpt from the feedback.
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Participant (p)
Investigator (i)
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(I) - I'm going to ask you some q about what you got from it, top of your head about it
Did you get bored?
P - nope
I - Did you make random decisions
P - only at the end.
I - How come?
P - I knew i wanted to question Vin Ruwet but I didn’t know what about so i picked one that sounded interesting.
I - How come you wanted to question him?
P- because he was the other guy that that had been speaking, and I had only been questioning the other guy.
I - Ok - that’s cool - so you wanted to know what he was about too.
P- Yeah
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