Blockland Forums > Modification Help
[call for talent] - help with a project
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NotBomberguy:
im willing to do moderate eventing if you need it
mod-man:

--- Quote from: Car Selling Pyro on March 13, 2018, 10:45:49 PM ---i've been looking for an excuse to go wild with a campaign project since DM3, but i would really prefer a singleplayer gamemode over a co-op one

it's much easier to balance difficulty, there's no worry about networking, and overall a better experience for drop-in/drop-out gameplay, especially for saving/loading builds

--- End quote ---
same. a lot of my builds in-game revolve around the player solving puzzles/finding secrets and scripted sequences etc. but these can almost always be hindered by another person simply exploring the map and not knowing somethings going on. a single player experience would allow me to fully explore and utilize the techniques ive been ironing out over the years


--- Quote from: Car Selling Pyro on March 13, 2018, 10:45:49 PM ---my main concern is that you shouldn't worry about the voice acting until much later, for now just focus on if the main gameplay idea is possible

if you want something like dix miggie, how do you want to improve it? multiple story paths? unique combat mechanics? expanded RPG functions?

--- End quote ---
very much so. the gamemodes optimization and functionality is priority right now. i want to try and make this as user friendly as possible while being as unique as it wants to

i want something like dix miggie in the sense that its a single player campaign gamemode in blockland. but thats about as far is it gets compared to dix miggie. i want my gamemode to be a full fleshed conversion. something that looks, feels, and plays completely differently from blockland. i want to treat blockland like it is its own rudimentary game engine. i want to keep scripts to a minimum and make events/bots the backbone of this gamemodes functionality

i dont really know why im so driven to use blockland like this. i believe its because i understand blockland to a point i feel confident i could manipulate it like a game engine. i feel like blockland has just the right amount of limitation necessary to make something that actually feels uniquely like its own nintendo 64 styled game, and i want to see just how far someone could change blockland to make that come to fruition

im also incredibly lazy and dont want learn how to use a new game engine. id much rather find complex alternatives in tools i already know. instead of making cartoons in flash, a program i dont understand at all, i found a way of making them using a combination of illustrator, photoshop, and after effects. 3 programs im proficient with. instead of making a game with something like unity or unreal, i want to try and make it with blockland. i make my own games in blockland all the time, they're just with blocks and events. its basically that same concept, just on a much much larger, more personalized scale

once ive tried my alternative to the point i know its just not going to work, then i will get up and learn an entirely new program. i found an alternative that works for cartoons. i want to see if this alternative will work for games


--- Quote from: simpletonnn on March 13, 2018, 07:15:58 PM ---i never said he needed professionals

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im looking for production quality. you dont need to be a professional, but you definitely need to know how to act and how to become the character if you're going to voice act for me. its not going to be just me voice acting, but those that will be will have to be committed to the project. enough to give a convincing performance. i dont really know of that many committed nice sounding voice actors here. trifax and swholli are pretty good, but trifax is never here and swholli has his own super big projects hes working on
PhantOS:
Finding quality semi-professional voice actors is the least feasible part of this project so far. A good replacement could probably be like what legend of Zelda uses in most of their games. You have the voice actors voice grunts or sighs and couple that with expressive decals while leaving the rest of the dialog silent for the player to read. That way you at least get to hear a glimpse of the character in that small bit of voice acting

Sorry if I'm not phrasing stuff right, but you get the idea
mod-man:

--- Quote from: PhantOS on March 14, 2018, 12:07:47 AM ---Finding quality semi-professional voice actors is the least feasible part of this project so far. A good replacement could probably be like what legend of Zelda uses in most of their games. You have the voice actors voice grunts or sighs and couple that with expressive decals while leaving the rest of the dialog silent for the player to read. That way you at least get to hear a glimpse of the character in that small bit of voice acting

Sorry if I'm not phrasing stuff right, but you get the idea

--- End quote ---
ive considered that as well. this game is a tie-in to a much larger project im working on. who ever voices these characters for the game will be voicing them for other outlets as well. thats why its the trickiest and im not really focusing on it right now

id be totally down to do that if i had a better in-game dialogue system. someone released a nice undertale styled dialogue system where a box pops up, the text types out and everything. its just shotty and sometime doesn't appear correctly
PhantOS:
My suggestion would be to ask real life friends and family to voice things. They may not be experienced at all or maybe not even have the right voice, but as long as the microphone quality and settings are the same for every voice actor, dialog will feel somewhat immersive and have some semblance of continuity. don't use people online with different microphones because it will sound like a paper mache project in audio form
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