RampantCoyote
Keeper of the Watch
- Joined
- October 9, 2007
- Messages
- 624
Okay, folks -
First off, Frayed Knights: The Skull of S'makh-Daon has had a permanent price reduction. Although I figure at least the regulars around here (or who bother to check the indie RPG forum) either already have it, or aren't interested. But hey, for what it's worth...
Secondly - I'm trying a little greenlight surge. Based on my progress (and total lack of effort), I'd guess at this point I'm going to get into the top 100 right about the time they kill the program (later this year?), but a big ol' push could really help. So if you have a Steam account, and haven't voted already, I could really use the help.
Frayed Knights: The Skull of S'makh-Daon on Greenlight!
Finally - a new question. An enhancement for the sequel that I've kinda back-burnered for a while has brought itself up to a more reasonable possibility - partially voiced dialogue. Doing full voicing of all dialogue would cost my entire budget times three, so that's out of the question (and it also doesn't play well with the way I write & design, which is more iterative changes late into testing). But --- what about partially voicing dialogues?
The model for this would be the Baldur's Gate games, where only a character's first line or so was voiced, or a signature phrase. Of course, FK doesn't do this, as characters rarely have big monologues. But there are a bunch of creative RPG lovers here, so I thought I'd ask:
#1 - Would this be a good thing? Or would having a real voice for Chloe screw up the one you've got in your mind?
#2 - Is it worth it to just do partially voiced dialogues? Do you feel more like it should be all-or-nothing? Even partially voiced dialogue will consume a big chunk of the budget that could be going to other things (more models, better animations, more music, etc.), so I need to be careful here.
#3 - For veterans of Frayed Knights - can you think of a good way to implement partially voiced dialogues in a way that wouldn't be confusing or distracting?
First off, Frayed Knights: The Skull of S'makh-Daon has had a permanent price reduction. Although I figure at least the regulars around here (or who bother to check the indie RPG forum) either already have it, or aren't interested. But hey, for what it's worth...
Secondly - I'm trying a little greenlight surge. Based on my progress (and total lack of effort), I'd guess at this point I'm going to get into the top 100 right about the time they kill the program (later this year?), but a big ol' push could really help. So if you have a Steam account, and haven't voted already, I could really use the help.
Frayed Knights: The Skull of S'makh-Daon on Greenlight!
Finally - a new question. An enhancement for the sequel that I've kinda back-burnered for a while has brought itself up to a more reasonable possibility - partially voiced dialogue. Doing full voicing of all dialogue would cost my entire budget times three, so that's out of the question (and it also doesn't play well with the way I write & design, which is more iterative changes late into testing). But --- what about partially voicing dialogues?
The model for this would be the Baldur's Gate games, where only a character's first line or so was voiced, or a signature phrase. Of course, FK doesn't do this, as characters rarely have big monologues. But there are a bunch of creative RPG lovers here, so I thought I'd ask:
#1 - Would this be a good thing? Or would having a real voice for Chloe screw up the one you've got in your mind?
#2 - Is it worth it to just do partially voiced dialogues? Do you feel more like it should be all-or-nothing? Even partially voiced dialogue will consume a big chunk of the budget that could be going to other things (more models, better animations, more music, etc.), so I need to be careful here.
#3 - For veterans of Frayed Knights - can you think of a good way to implement partially voiced dialogues in a way that wouldn't be confusing or distracting?
- Joined
- Oct 9, 2007
- Messages
- 624