You're probably wondering what's up with the title, since it's not in any way remotely funny or witty. Not like any of my other titles are. Anyway, today I'm going to talk about Voice Acting, specifically why I decided to do it and how it's gonna be done. Oh, and why I probably shouldn't have done it.
First off, the voice acting itself. The voice acting in Beam Down Drone will by done by the wonderful Félix Bridault who has graciously volunteered his time and voice to to say crappy dialogue I have written. Ingame, the lines are delivered during areas where the player has to travel across empty landscapes so they don't have to do anything else while listening. I've tried, emphasis on tried, to make every line count, to reveal something about the world without being hamhanded or dumping exposition on the player. Unfortunately, I'm not a writer or a good game designer, so that doesn't help. A lot of the details will still be environmental, but I felt that the game was honestly too much of one thing(shooting) and it needed some variation. The down side is that this is a classic example of feature creep and the, "It won't hurt to have one more feature...". The up side is that I've already implemented most of the systems required and it'll only push the schedule a few days, something that we can afford. Plus, it's helped me flesh out the story a bit more, and hopefully it'll help put more thought put into the ending. It's already got me thinking.
Best Wishes,
Shadow
First off, the voice acting itself. The voice acting in Beam Down Drone will by done by the wonderful Félix Bridault who has graciously volunteered his time and voice to to say crappy dialogue I have written. Ingame, the lines are delivered during areas where the player has to travel across empty landscapes so they don't have to do anything else while listening. I've tried, emphasis on tried, to make every line count, to reveal something about the world without being hamhanded or dumping exposition on the player. Unfortunately, I'm not a writer or a good game designer, so that doesn't help. A lot of the details will still be environmental, but I felt that the game was honestly too much of one thing(shooting) and it needed some variation. The down side is that this is a classic example of feature creep and the, "It won't hurt to have one more feature...". The up side is that I've already implemented most of the systems required and it'll only push the schedule a few days, something that we can afford. Plus, it's helped me flesh out the story a bit more, and hopefully it'll help put more thought put into the ending. It's already got me thinking.
Best Wishes,
Shadow