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Development update - September 30, 2022

🕑 Added 2022-09-30 23:41:08 +0000 UTC

Comments

UnrealCrash

Weapon which name starts with "C" character, at least during development. Same for (R) and (S) entities. Maybe I should not be that cryptic, but I figured I'd do that with stuff that I didn't see in recent games. Basically something that seems relatively original to me.

tehswordninja

What's the (C) mean?

Patty

Sounds good Eric! Keep up the good work cant wait to see what you achieve next Dev update!

UnrealCrash

For Multiplayer - yes, I think text "bubble" over the head would work just fine. For Singleplayer I think some kind of better dialogue system should be in place. Maybe like larger window above characters with potential options, in case if some Custom Maps would like to use that. Maybe Campaign itself could too. Hmm. Disabling voices probably could be possible. If I'll somehow miss that function - I would add that later upon mentioning. Level Editor seems pretty functional. I decided to spend less time with it because there are higher priority tasks. Recently I've added Region/Point/Vertex/Circle objects a more of a visual appearance rather than just boxes. It feels like Level Editor is good to go for now. So far it probably is missing stuff that isn't part of it, such as Audio previewing, which is part of File Manager. Then few crash fixes like setting size of a gun to 0. Story for Campaign - for the most part yes, at this point I do have few alternate scripts, especially when it comes to potential bosses. Haven't started working on levels themselves - so far trying to add features/entities it will need.

UnrealCrash

Yes, she actually didn't die there. Characters do move their lips for a little while death sound as well as animation is being played though. Shown lipsync in a video uses talking mode, while death and hurt sounds have special mode for them in which character doesn't close their mouth from time to time as if they are talking. This same voice actor is in PB2 even now ^^

AnarchE

But she didn't die. Eric just pressed X when the usurper sound effect played. Health was still full.

Nyove

The lip sync is great and I notice we have a new voice actor :D Personally I think Proxy being able to move her mouth even after she dies is a little off as dead people don't usually move their mouths but everything else looks great imo :)

Patty

Hey Eric! Good to see another update from you. Lip syncing seems to be coming along nicely. I think it will fit into the game just fine. I'm assuming you plan on implementing Text within a dialogue box above their head too? Would look good alongside the lip-synching so players can read if they don't quite catch the voice lines. Speaking of Voice lines personally, I would prefer reading a dialogue box over listening to character voice lines in the story. Will there be an option to disable cutscene dialogue if possible? I do prefer the simple callouts that they would do during combat and such but it would be nice to have the ability to disable cutscene voice lines in the options menu. How's the Level editor coming along? Does it feel like you have been making good progress or do you feel like progress has slowed down? How do you feel about it overall? There are bound to be a lot of features you wanna implement into the Level Editor but I'm curious to know if you have been able to implement most of them or had to cut some things. I'm also curious about the campaign overall. Do you have the story planned out already? Curious to see if you already know or have planned out your goals with the campaign once you start working on it.

AnarchE

Imagine multiple intercoms marked on some walls saying certain things getting quieter as you move away from them or regions always moving towards entities saying custom stuff moving away or closer to hear it. This is great work you are doing.

UnrealCrash

I think we could afford voice lines recorded. Then Marine/Noir Lime could have blinking lights on their helmets whenever they talk. As for other & custom skins - they just would need few face states done in order to talk & blink. As for lines themselves I think it will be possible for custom map developers to add their own sound files. It is already possible to play sound files at specific locations via new "trigger actions" (which are more like code snippets).

AnarchE

Lmao. That video was funny. Goodstuff. I wonder how the lipsync and voices would work with normal character text alerts like in the levels where marine and proxy were together in the second game. Would it go the madness project nexus route and have voices only for character actions and dialog only with the text alerts campaign wise or would you have a whole script of lines to be recorded and added to the game?


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