
This is my dynamic dialogue & voice generation system for Nature Calls! I had the pleasure of working alongside Owen Mansfield, Miles Bailey, John Scrymgeour and Aya Sugimoto to create a co-op collect-a-thon game set in a cartoon park, and we are very proud of the result.
For the game, we needed a dialogue system that would allow us to display many lines of dialogue for cutscenes and environmental NPCs. I concepted and developed a system using C# that allows for simple and efficient dialogue creation, that can be triggered using animation or player input.
As seen in the following video, the system uses multiple arrays that communicate character information, leaving the user to simply specify which character is talking for the line, and what the line of dialogue is. From there, the script will display the dialogue lines, display the speaker's face and name, and generate a voice to accompany the text.
For the game, we needed a dialogue system that would allow us to display many lines of dialogue for cutscenes and environmental NPCs. I concepted and developed a system using C# that allows for simple and efficient dialogue creation, that can be triggered using animation or player input.
As seen in the following video, the system uses multiple arrays that communicate character information, leaving the user to simply specify which character is talking for the line, and what the line of dialogue is. From there, the script will display the dialogue lines, display the speaker's face and name, and generate a voice to accompany the text.
The system allowed for Nature Calls to embrace and flaunt the charm that we were hoping to showcase. With this dialogue system and voice control, our characters feel alive and fun, which really allows players to invest themselves in our game and get lost in our park.