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[unpaid] [experimenting] Visual Novel? What about AUDIO Novel to play? (LF writer and possibly voice actor)

A topic by Fortoj created May 24, 2019 Views: 437 Replies: 6
Viewing posts 1 to 6
(2 edits)

Here's the draft:


https://fortoj.itch.io/audiogame-system-draft


The concept is rather simple: build a AudioNovel framework in the similar fashion in which Ren'Py is for Visual Novels; so people can start and build their own Audio Novel with only a writer and voice actor(s). The goal would be to have a fully autonomous device/hand-held microconsole (ie: a RaspBerryPI Zero cost about 10€/$) on which play multiple AudioNovel by using only headphones and hand-held controller with very few buttons (3 dedicated to gaming, additional key may be required for options/setting such as audio volume, home/menu options etc).


I am not looking to deliver an actual product, or the framework... what I do need is some courageous individual who are willing to pioneer this field with me.

Audio is not like Visual arts. To be actually effective the Audio medium is strictly tied with the 4th dimension (time).

On visual media is easy to represent all the options and shiny icons using the 3rd dimension (yes, the space between you and your screen counts too! That's what allow you to see *all* the icons); but the 3rd dimension is not (mostly) available with audio. An "audio gamer" need to consume lot of its 4th dimension (again, time) to be aware of all his/her available choices... THEN need more of the 4th dimension to have feedback about it's choice (even if is it just "abort/cancel")


As you may have already noticed, my English grammar is pretty bad... also, draft this concept by using robotic voices doesn't help either (it makes everything boring, so it make more complicated to guess what work and what doesn't), for this reason a voice actor capable to "live up" said 4th dimension a bit would be appreciated.


I cannot offer payments, but I am open up to rev-share through Patreon

So if I understand this correctly, it would be like a visual novel in the sense of the "game-play?" Players making choices that change the direction of the story, but purely (mostly) audio?

likewise any other kind of adventure, it doesn't necessarily mean the protagonist would make an impact to plot/final resolution (thus is appreciated when done correctly).


It can be a purely explorative game where it's up to the cunning of the player to get to know more about the lore around him/her. In a classic adventure game you would be given the option to destroy an item for whatever propose... Optionally this item can carry  additional info on the story (ie: a book, an audio tape, a keycard for a special room etc) and its up the cunning of the player to access this data (hasteful play through ones will let you lose lot of details)

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But the player has some impact? Or are they just along for the ride? Like a very immersive audio book?

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Adventure gameplay shouldn't be an issue: proceed and twist a plot is just matter of set certain proprieties true/false or use common math to achieve certain result



Most simple example: you get few npc with "disposition/karma" value which is a simple integer from 0 to 10: 0 == npc hate you, 10 == npc loves you. And you can influence this value with a simple plus or minus value (being careful to set the bounds in the range of 0~10)


if you pick the dialogue option "f**k you!" with npc.. the value is set -4. If you pick the dialogue option "I love what you do" the value is set +4. Then you can have different ending based on which choose you took during the gameplay (thus, different ending).

This is a basic example, an audio game adventure wouldn't make difference. This issue on complex audio gaming is, as I said... the 4th dimension.

Within the 3rd dimension, you don't use too much time (4th dimension): you see all your option within a glimpse (think an inventory with all objects you own presented as nice and colorful icons).

Audio is different: in the 4th dimension you have to wait to listen all the options (it takes time), plus you need to wait to return to the actual option you've set ultimately your mind into.


That's not an issue, even if split the path in two simple options everytime you can reach a very high degree of complexity... the real issue to answer here is not how much complex you can make the adventure, but how much fun it would be!



One possible solution I am thinking, is to give more than one feedback at time for choice.


If you try the sample draft I've made. when you press [left] the narrator will tell you what will happen by "picking that choice".

While you're holding [left] and [action] you'll ear the footsteps in background (the voice don't stop talking about): the sound in background is supposed to mean "you're going there/you're picking this path"... but you can still release the [action] button to abort "the walk/picking". You need to keep hold both [left] and (then simultaneity) [action] button to actually follow that path.

For someone used to visual adventure, this system may seem a bit cluttered and unnecessarily complicated; but currently its the best approach I found so far.

Other system I wondered are those annoying automated attendant ("this is a free message, press One to..."); but those are intend to work for elderly/simple people, not ideal for gamer. A gamer is more than willing to use his/her memory to obtain additional functionality (so, things that are not explicit said are still known/rememberd... like an "abort" function. Abort function in the draft is made by holding [action] (first) and [left] (then, together)


 I'll check out your draft when I have some time, but I think I'm just meshing thoughts together. In my mind it is almost like listening to the audio play "Hunt The Truth" for Halo. It wasn't interactive but it was very immersive. The writing was good and the sound effects not only fit the world of Halo, but sounded like it could be real.  This thought meshes with an idea i had for a video series for the text-based "Choice of" Games where I (and possibly others) would play through a game and produce a script and voice over it as seamlessly as possible, completely turning into a narrative audio-book-esque lets play. This would almost be an interactive audio-book.

With the right execution I have no doubt it could work, but it is hard to conceptualize something with little reference to anything one has seen before. That said I am certainly intrigued, even if I don't fully grasp the concept. 

Dialog system is out with the webplayer (you can still test the navigation system on map with download; they are currently two separate project, buy I will soon merge the two together: so you can travel and talk with npc)

The voice are robotic, the dialogue has poor writing and narrative involvement (I was mostly drained by code and concept); I need help to make things a bit more captivating: this is why I am looking for authors who are willing to write some sort of engaging dialogue between two character: the protagonist and the NPC.

You can try the web app by yourself: https://fortoj.itch.io/audiogame-system-draft


the scheme is simple: players is given options: some available and other hidden (locked). The hidden options can be unhidden by selecting the correct one.

Each option can activated or deactivated by others: the result (on the writing side) can become a tangled mess really quickly. But I am looking for something very simple and linear: when the player "hit" the right option... he/she is pushed in the next phase with all the older options getting disabled.

ie: Each option has its unique id. let's suppose we reserve the ID from 1 to 10 to greeting propouse (when player and npc don't know each other). Among all the BS/small talking, the only option we care is the one with ID 5: once the player hit that option, the dialogue get to the next phase. All IDs from 1 to 10 are disabled and a bunch of option between 11 and 20 open up... and so go on.


What's the current scheme for each dialogue line and scene? This is the whole script for the dialogue within the draft:

OPTION 1:
[ask how's the day] ~  [I can ask this person how do she feel about this peculiar day]
    dialogue:
Player - That's a nice day, isn't?
NPC - There have been better days, but worse ones too. All in all, it's a plasant day
OPTION 2 (unlocks option 5):
[ask what time is it ] ~ [I could ask her about the time; what's the harm?]
    dialogue:
Player - Hi, excuse me, could you tell me what time it is?
NPC - Sorry, I do not use wristwatch and the battery of the smartphone dried out.
Player (thinking) - Here's something intresting: if I help her to recharge her phone, maybe she will allow me to make a phone call
[option 5 is now unlocked]
OPTION 3
[Ask where we are] ~ [What's this place? Maybe its a good idea to ask her]
    dialogue:
Player - This place is huge! Do you know where we are?
NPC - Unfortunately, no, like you, I was transported to this place without my knowledge
Player - The mystery thickens
OPTION 4
[Ask Who she is] ~ [I still don't know this non-player character, so we could introduce each other]
    dialogue:
Player -Pardon the direct question, but I don't think we've met; may I ask your name?
NPC -It's not polite to ask for a person's name without introduce yourself first
Player -I understand, but there is a small problem; see. It may sounds crazy, but I don't remember my name!
NPC - I imagined it, it doesn't surprise me
Player -Really? Oh, yeah?
NPC -Yes, I can't remember my name either. I think they did not give name to our characters
Player -Lazy author
OPTION 5 (needs to be unlocked)
[Ask about her phone] ~ [She said her ohone is dryied out; if I help her with this, maybe she will allow me to use it for a call]
Player -About your discharged cell phone, I think I saw a power socket not too far
NPC - Didn't you notice that the only light in this room comes from the skylights? There is no electricity in this place
Player -Oh, really? That's weird
DESCRIPTION NPC "neutral"
The deadpan look of the woman in front of me is insane; she almost looks like a robot,
her voice seems to be taken by the Google translator. She gives me the creeps but
wasn't a living soul to be found for miles around. She may as well be the last
living person that I'm gonna have a chance to talk to with


You may already noticed some scheme here. Each option is split in two ideal part: very quick description (five word at max) and a longer text the listen-gamer will only hear if they keep the button pressed long enough. The rest of the lines are mostly free form.

The only exception is when the "Player (thinking)"; as you may guess, this dialogue line is not addressed to the npc and is used to give audio clue to the player (as you see in OPTION 2, the last line hint to an additional option available)

If this thing stimulate your creativity, you can also add sound fx: I will do all the labor work if you follow this simple rule

go on https://freesound.org and look for the sound fx you want to include (ie:" footstep" for your dialogue line "come on, are you not coming with me?") and restrict your selection to Creative Commons 0 (this saves us lot of time into credits the original author.. we can always credit everyone later, but need something quick, dirty and effective for this draft).

Once you've found the sound fx you like... just link it right in the script (I will download and bake it in the dialogue by myself): all I need is the word where the sound fx will start playing and which part of the audio from the sound FX file I've to take

ie:

NPC - Come on, we'd better talk in the next room [*Footsteps_Hallway.wav about +3 seconds] Well? Aren't you coming?
[*Footsteps_Hallway.wav] https://freesound.org/people/georgisound/sounds/368834/  at -16:00
[sfx] - [Footsteps_Hallway.wav] and [**concrete_02a_socks_walk.wav] together for +5 second
[**concrete_02a_socks_walk.wav] https://freesound.org/people/sturmankin/sounds/272246/