Animalese Dialogue System
Synopsis
- Submitted this game to the Down2Jam game jam.
- Worked as part of a team of six.
- Implemented an animalese mechanic in our dialogue system.
-
Used Unity's
ScriptableObjectclasses to createDialogueVoiceassets which associate.wavsound clips to characters in the alphabet. - Used audacity to process sound clips.
- Learned about audio clicking and how to process sound files to avoid them.
- Produced four tracks and made the sound effects in FL Studio 20.
Description
During this game jam, I wanted to implement an animalese mechanic in
our dialogue system to have stylised voice clips for each character
such as in games like Animal Crossing or Celeste.
I am happy with the outcome of my design. It's easily extendable, as I
created a DialogueVoice ScriptableObject asset in Unity, in which
audio clips can be associated to characters and then dropped into
dialogue boxes; making it easy to integrate new voices.
I also learned a lot about audio popping, as initially my samples were
too long and were being cut off by the next audio clip playing. To fix
this, I tightened up the samples by fading in and out quicker and
zeroing out the beginning and end of them. Additionally, I re-recorded
certain samples to avoid heavy breathy sounds (e.g., beginning of an H
sound and the end of many vowels.)
This tool was made by me and used by my team, and I got great feedback
from them in terms of usability and quality.