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Vocals: "The Tribeswoman"


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#1 Springheel

Springheel

    Creative Director (retired)

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Posted 02 June 2010 - 01:15 PM

Pagan female VOCALS

Tone and Attitude
The Dark Mod strives to have a somewhat dark, gritty, and believable tone. Characters should avoid dramatic clichés and dialogue that sounds like sitcom humour. Characters should react with genuine emotion and in ways that make sense given their personality and education level.

Dialogue should be generally modern, North American English, but with a slight renaissance flavour. The more educated the character, the more renaissance-speak is appropriate. Avoid modern-sounding words and phrases (eg, "What's up?" "See you later" or "I'm going to kick your ass"). But at the same time, this isn't Shakespeare--the dialogue has to sound fairly natural to modern English speakers.

AI Characters
"The Pagan Woman” – poorly educated and rural; refers to old gods and mystical beliefs

[AI Non-Alert States]

These AI are idle; not doing anything in particular. They are bored and talking to themselves, so just like when people think out loud, the beginning and end of their dialogue will often trail off into mumbling.

Relaxed: You're either not working or aren’t expecting any trouble. You’re relaxed and somewhat bored. Dialogue can be punctuated with sighs and muttering.

Throat clearing/coughs x3
Sighs x2 (it’s been a long day)
Humming a simple tune x2

idle_1 "’The dark lady hides her face from the moon this night."
idle_2 "It is too late in the season to be so cold here. It chills the bone."
idle_3 "I hope he brings back something to eat.”
idle_4 "’There is nothing to be done about that. Nothing at all.”
idle_5 "I keep forgetting to lay those out to dry. Now they’re going to be damp again. [sigh] "
idle_6 “By the spirits, I thought this would be all over by now.”
idle_7 “The wise one finds tongues in trees and sermons in stones.”
idle_8 “”The blackbirds are silent tonight. That’s never a good sign.”
Idle_9 “We need some rain soon, or the fields will all be bare.”
Idle_10 “If it doesn’t rain, I’ll pick some more tomorrow…they will be almost ripe by now.”
Idle_11 “I told her not to let them spoil. And what does she do? The girl has no sense at all.”

Idle_shaman_1 “The stars light our path. There is great wisdom to be gained from them.”
Idle_shaman_2 “Let the ancient wisdom guide you. The voices of our ancestors speak to us through many forms.”

At Alert 0: On the job. Similar to above, but you’re working so you’re a little more alert.
Number of Wavs: 3

alert0_1 "My weapon is as keen as any man’s.”


[AI Alert States]

To Alert 1/1.5: You notice something subtle but aren’t sure what it is. You are mostly talking to yourself, so you should not be particularly loud and may trail off.
Number of Wavs: 3

to_alert1_1 "Hm?"
to_alert1_2 “Hmm, what might that be?"
to_alert1_3 "What is that?"

To Alert 1/1.5 + Heard: Same as above, only this one means you notice something auditory.
Number of Wavs: 3 per character

to_alert1_sound_1 "What was that sound?"
to_alert1_sound_2 "Is something there?"

To Alert 1/1.5 + Saw: Same as above, only you notice something with your sight.
Number of Wavs: 3 per character

to_alert1_saw_1 "What’s that I see?"
to_alert1_saw_2 "Is that something over there?"



To Alert 2: You notice something, and it caught your attention enough to warrant checking it out.
Number of Wavs: 3 per character

to_alert2_1 "What is that, I wonder?"
to_alert2_2 "What could that be?"
to_alert2_3 "Is someone there?"

To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing.

to_alert2_sound_1 "What was that noise?"
to_alert2_sound_2 "What is making noise over there?"

To Alert 2 + Saw: You saw something in the shadows which you should investigate. Same as above, only now specific to seeing.
Number of Wavs: 3 per character

to_alert2_saw_1 "What’s that moving in the shadows?"
to_alert2_saw_2 "Who is creeping around over there?"
to_alert2_saw_3 "What? What is that?"

To Alert 2 + Company + Heard: You notice something auditory with company .

to_alert2_soundx2_1 "Did you hear something there as well?."
to_alert2_soundx2_2 "Do you hear something strange?"


To Alert 2 + Company + Saw: You notice something visually amiss with company and start to investigate.
Number of Wavs: 2 per character

to_alert2_sawx2_1 "I thought I saw something. Come with me."
to_alert2_sawx2_2 "Help me. Something is in the shadows."

Returning to Alert 0, generic: You saw or heard something suspicious, but you can't find any evidence of anything serious. It was probably nothing.
Number of Wavs: 3 per character

to_0_1 "Some sprite or hobgoblin is playing tricks on me."
to_0_2 "It appears to be nothing..."
to_0_3 "’Hmm, now there’s nothing.”

Returning to Alert 0, hearing: As above, but you thought you'd heard something.
Number of Wavs: 3 per character

to_0_sound_1 “That must have been the cat."
to_0_sound_2 "Maybe it was a raven’s cry. Be bad luck, if so."
to_0_sound_3 "Don’t know what that was, but it’s gone now."


Returning to Alert 0, sight: As above, but you thought you'd seen something.
Number of Wavs: 3 per character

to_0_saw_1 "Just the shadows moving. You’re being silly"
to_0_saw_2 “Something was scurrying around there, but it’s gone now.”
to_0_saw_3 “I thought I saw something…oh well. ”


To Alert 3: You see or hear something that makes it pretty clear that there's someone there, but you don't know exactly who or where they are. You’re all business now.

to_alert3_1 "Ho, come out from there!"
to_alert3_2 " Who is hidden in the shadows there?"
to_alert3_3 "Come out of the shadows so I can see you."
to_alert3_4 “I don’t know why you’re hiding, but you’d better come out.”
to_alert3_5 “Oh! Who are you?”
to_alert3_6 "Who is there?"

Returning to Alert 0, no evidence: You know you saw someone, but you've searched around and can't find them. This bark is played as you give up the search. You still don’t know for sure that it was an intruder, but you are highly annoyed.
Number of Wavs: 5 per character

to_0_search_1 "Well, you’ve given me a good fright."
to_0_search_2 "Some spirit is playing tricks in the shadows."
to_0_search_3 “I can’t see anyone now. Perhaps they have gone….”
to_0_search_4 “Well, whatever it was, it seems to be gone….”
to_0_search_5 "A mischief-maker is around here somewhere. Hopefully he’ll leave me alone now."

Lost Player after Pursuit: You were chasing the intruder when suddenly he disappeared. He can’t be far.

lost_player_1 “What? What kind of magic is this?”
lost_player_2 “He seemed mortal, but he vanishes like a spirit…”
lost_player_3 “He was here but a moment ago!”


Return to Alert 1, evidence: You have confirmed there is an intruder but he's given you the slip. You've searched for him, but haven't been able to find him. You're giving up for now but you aren't letting your guard down.
Number of Wavs: 5 per character

to_0_spotted_1 "The cut-throat has escaped, for now."
to_0_spotted_2 "He must have fled by now."
to_0_spotted_3 "I did what I could, but he must have gotten away."
to_0_spotted_4 " Maybe he’ll show his face again. But I can’t search any longer ."
to_0_spotted_5 "He’s gotten away. But he won’t surprise me next time."

Return with help, spot player: You have run away from the player, gotten help, and returned. The player is still there, so you order the help forward.
Number of Wavs: 2 per character

gotten_help_1 "There he is. Get him!"
gotten_help_2 "Go! Get him before he gets away!"

Return with help, lost player: You have returned with help but the player is no longer visible.
Number of Wavs: 2 per character

gotten_help_gone_1 "He must have fled on the wind to get away so fast."
gotten_help_gone_2 "By the Raven’s wing, where could he have gone?”


Recently Saw Player: You just saw the player not too long ago, but the player escaped. Now, you're telling your comrade that there is an intruder and that you have seen him.
Number of Wavs: 3 per character

saw_playerx2_1 "Be eagle-eyed, we have an intruder about."
saw_playerx2_I “I saw an enemy; keep a sharp eye out ."

Suspicious, warn friend: You have seen non-specific evidence of an intruder, and are warning a friend about it.

warning01 “Things do not look right. Be on your guard!”
warning02 “The spirits are telling me that something is wrong."



[AI Searching]

You are actively looking for the intruder, and are either muttering to yourself or taunting them.

Investigate Alert 3: You’ve seen enough to know that there is somebody there, but you're not 100% sure that it’s an intruder. Still, anyone hiding from you must be up to no good.
Number of Wavs: 5 per character

search3_1 "Why are you hiding from me?"
search3_2 "Who’s there? Come out now and stop playing with me."
search3_3 "Who is hiding? I’m not going to hurt you."
search3_4 "I know someone is here...I didn't imagine it."
search3_5 "Mortal or spirit, just show yourself and be done with it.”
search3_6 "Where are you hiding?"
“Be you spirit or mortal, come out and speak to me.”


Investigate Alert 4: You know for sure there is an intruder, and you're looking for him.
Number of Wavs: 5 per character

search4_1 "You cannot hide forever, young rodent!"
search4_2 "I know you’re hiding here."
search4_3 "Come out, you agent of darkness."
search4_4 "Come out, I say!"
search4_5 “The Grey Lady guides me, and she sees all."
“The darkness is deep, but it be not wide…I will find you soon enough.”



[Combat and Pursuit]

You have spotted the player and identified him as an intruder. You are either attacking, or preparing to attack. If you're a noncombatant, you're getting ready to flee. Either way you want to draw a lot of attention to yourself, so you are generally shouting loudly.

Spotted the Player, combatant: You see the player and are charging to attack.
Number of Wavs: 5 per character

spotted_combat_1 "I'll fight you myself, you jackal!"
spotted_combat_2 "I'm not afraid of you!"

Spotted the Player, combatant, with help: You're with friends when you finally spot the player.
Number of Wavs: 2 per character

spotted_combatx2_2 " There he is. Get him!"

Spotted the Player with a Body, combatant: You see the player carrying a dead or unconscious person.
Number of Wavs: 1 per character

spotted_combat_body_1 "Stop there, you vulture!"

Spotted the Player, noncombatant: You're not prepared for a fight. You see the player and are preparing to flee.
Number of Wavs: 5 per character

spotted_civilian_1 "Help me! There's an intruder!"
spotted_civilian_2 "Oh no! There's a thief!"
spotted_civilian_3 "Oh no! Spirits protect me! "
spotted_civilian_4 "Help! Defend me!"
spotted_civilian_5 "Someone help! There’s a raider!"

Killed Player: You’ve won the fight. Taunt the player as he lays dying at your feet.

killed_player01 “Beaten by a woman.”
killed_player02 “I hope you have a penny for the ferryman.”
killed_player03 “You’ll not bother me again.”

Running Away for help: You're fleeing, either because you don't know how to fight, or you tried to fight and are badly hurt. Call out to for help.
Number of Wavs: 3 per character

fleeing_1 "Help me!"
fleeing_2 "To my aid!"
fleeing_3 "Oh please help!"


Coming to assist: A comrade called for help (or you heard sounds of a fight) and you are on your way to assist them.
Number of Wavs: 2 per character

combat_assist_1 "I will do what I can!"
combat_assist_1 "Courage! Help is on the way."


Frustrated: The player is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him.
Number of Wavs: 4 per character

frustrated_1 "What kind of man are you, running from a woman!"

Throw Object at Player: The player is out of reach (such as standing on a stack of crates) and you can't reach him. You're angry and throw something.
Number of Wavs: 3 per character

missile_generic_1 "Take this!"

Shooting: You're shooting arrows at the player.
Number of Wavs: 2 per character

archer_1 "My aim is keen.”
archer_2 "Here comes another."

Attacking : You're grunting and attacking

attacking_1 "Ha!!"
attacking_2 "Arg!"
attacking_3 “Hiya!”

Combat, winning: You are winning the fight and take a moment to taunt your opponent. These need to be said quickly, as the fight is still going on.

attacking_hit_1 "You can't beat a woman?"

Die Quiet: You got assassinated or blackjacked and are going down. Make a grunt, but as the name suggests, it's kind of quiet. This should only be about a second in length.

die_quiet_1 "UNH"
die_quiet_1 "Arg"
die_quiet_1 "HHnnnn..."

Die Loud: Yep. You're dead. Theatrics are welcomed here, though not too over the top. This should be about 2 - 4 seconds in length.

die_loud_1 "AHHHHHHHHHHH"
die_loud_2 "Noooo....."
die_loud_3 "Arggghh......."

Blinded: You have been blinded by a flash of light.
Number of Wavs: 1 per character.

blinded_1 "My eyes!! I can't see!"

Gassed: You have been gassed. Cough, sputter and pass out. This should be quick-a second or two at most (it's fast gas). Coughing can be shared among characters
Number of Wavs: 1

gassed_1 "..cough cough"

Drowning: You are drowning. Gurgle and choke.
Number of Wavs: 1

drowning_1 "Gurgle"


[Find States]

You have found or observed something that looks out of place. You aren't seeing or hearing the player, but something that might be a sign that an intruder was here earlier. Since you don't expect anyone is nearby, you're mostly talking to yourself.

Suspicious Item, Generic: There is something nearby which should not be there or something which is amiss (such as when a guard notices that a chair is knocked over). It’s strange, and strange things always make you a bit suspicious.
Number of Wavs: 4 per character

suspicious_item_1 "Hmmm, that’s not as it should be."
suspicious_item_2 "This is strange…”
suspicious_item_3 "Who did this?"
suspicious_item_4 "This is not right."

Notice Weapon: There is a weapon lying around. How did it get there?
Number of Wavs: 2 per character

notice_weapon_1 "Who has left his weapon here?”
notice_weapon_2 "A weapon? What is that doing here?"

Notice Door Open: There is a door open that shouldn't be.
Number of Wavs: 2 per character

notice_door_1 "No wonder there is a draft."
notice_door_2 "This should be closed..."

Notice lights off, generic: The lights are off, but shouldn't be--these can be used for all types of light.
Number of Wavs: 3 per character

notice_lights_1 "Who has turned out the light?"
notice_lights_1 "The darkness is deep. What happened to the light?"

Notice lights out, flame: You notice a torch or candle that should be lit has gone out.
Number of Wavs: 3 per character

notice_lights_flame_1 "The flame must have burned out."
notice_lights_flame_2 "Hmm, it is out.."
notice_lights_flame_3 "Was that not lit a moment ago?"

Relight light, flame: You notice that a light source is out. You relight it.
Number of Wavs: 2 per character

light_relight_1 "I’ll be the one to light it"
light_relight_2 "I’ll suppose I must light it."


Refuse to relight Torch: You notice that a flame is out. Refuse to relight it.
Number of Wavs: 2 per character

light_refuse_1 "I’ll not relight these any longer."
light_relight_2 "Hmm, I’ll have to light it later."


Notice Blood on Floor: There is blood on the floor. Obviously something serious is going on.
Number of Wavs: 3 per character

notice_blood_1 "Oh my! Blood?”
notice_blood_2 "Blood!"
notice_blood_3 "What violence has happened here?"


Found Generic Body: You find a body on the ground.
Number of Wavs: 2 per character

notice_body_generic_1 "Oh help! fetch a healer!"
notice_body_generic_2 "Someone has been hurt! "

Found Female Body: You find the body of a woman on the ground.
Number of Wavs: 1 per character

notice_body_female_1 "A woman has fallen!"

Found Male Body: You find the body of a man on the ground.
Number of Wavs: 1 per character

notice_body_male_1 "A man has been injured."


Found Body Dead: You find a body of someone obviously dead.
Number of Wavs: 3 per character

notice_dead_1 "”What has been done here?"
notice_dead_2 "Murder! Murder!"
notice_dead_3 "Oh! Someone has been slain!"

Found Female Body Dead: You find the dead body of a woman on the ground.
Number of Wavs: 1 per character

notice_dead_female_1 "A woman’s been slain!"

Found Male Body Dead: You found a man, dead on the ground.
Number of Wavs: 1 per character

notice_dead_male_1 "Murder! A man has been killed."

Found Body comrade: You find a comrade, dead on the ground. You are outraged.
Number of Wavs: 2 per character

notice_dead_friend_1 "One of us, slain!"

Recently Found Body: You recently found a body and are relaying the information to a friend.
Number of Wavs: 2 per character

notice_deadx2_1 "There is a killer among us!"

Had pocket picked: You had something on your belt, and now it's gone! That's pretty suspicious...though it's possible it *might* have fallen off, so it's not absolute proof of an intruder.
Number of Wavs: 3 per character

notice_pickpocket_2 "What? I had it but a moment ago."
notice_pickpocket_3 "Has someone snatched it from me?”


Found Something Missing: There is something significant missing that shouldn't be. You've obviously been robbed and you know it.
Number of Wavs: 3 per character

notice_absence_1 "What? Someone has stolen it!"
notice_absence_2 "Gone! Oh, who has taken it?"
notice_absence_3 "Raise the alarm, we’ve been robbed!"


Recently Found Something Missing: You know you've been robbed and you're telling your buddy about it.
Number of Wavs: 2 per character

notice_absencex2_1 "We've been robbed! Alert the warriors."
notice_absencex2_2 "There is a thief lurking about somewhere. You must find them!"

[Greetings]


Greeting, Guard to Guard: You spot a social equal who is a guard, on patrol. You greet them casually.

greeting_guardxguard_1 “Good evening to you."
“Is your night well?"

Greeting, Guard to Civilian: You spot a civilian/servant while you're working. No time to chat; they need to know how important your job is.

greeting_guardxcivilian_2 "Move along now."
“Keep your nose out of trouble.”

Greeting, Superior: You spot someone who is high on the social ladder and greet them.

greeting_xnobleman_1 "Good eve sir."

greeting_xnoblewoman_1 "Good eve, Lady."

greeting_xpriest_1 "May your god keep you."

Greeting Generic: A casual greeting

greeting_civilianxcivilian_1 "Greetings to you."
greeting_civilianxcivilian_2 "May the spirits guide you."
greeting_civilianxcivilian_3 "Good eve."
“May you grow and be fruitful.”

Greeting Inferior. You're a noble and see a civilian. You're better than them.

greeting_noblemanxcivilian_1 "Stand aside there."

Greeting inferior guard. You’re a noble and see a guard. Evaluate their performance.

greeting_noblemanxguard_1 “Be about your business”
greeting_noblemanxguard_2 "Trust the voices of your ancestors."
“Keep your weapons ready.”

Generic Responses: These should be said fairly monotone and noncomittal, as they could be replies to many different greetings.

response_1 “Right.”
response_2 “Uh huh.”
response_3 “As you say.”

Response_4 “As you wish.”
Response_5 “Yes, sir.”
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