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Schemer character vocals


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#1 Melan

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Posted 09 October 2015 - 10:37 AM

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A long, long time ago, I started working on the script for a "Schemer" character; someone who could work as a sophisticated crime boss, corrupt merchant or sinister nobleman. Someone who is a bit like Ramirez from Thief, Edmund Blackadder (although only as comic as TDM in general), or a Shakeaspeare villain - erudite, a bit pretentious, and rotten to his core. We have a few noble sets, but this is a niche that I believe still deserves filling.

 

It is quite hard to write a full vocal set, so it took years to complete, but it is here now, and I submit it for your consideration and feedback. :)

 

 

“Schemer”

 

– this is a character fit for a sinister nobleman, a corrupt merchant, a crime boss or an evil mastermind. He is sophisticated, pretentious, ruthless towards others, but cowardly at heart. He is given to dark, brooding thoughts, and feels at home in the City’s shadows.

 

AI Non-Alert States

 

These AI are basically talking to themselves, so the lines should be delivered quietly. Just like when people think out loud, the beginning and end of their dialogue will often trail off into muttering.

 

State: Idle

 

Relaxed: You're either not working or aren’t expecting any trouble. You’re relaxed, bored, and not thinking about anything in particular. Number of Wavs: 9

idle_1 humming a mindless tune x3

Idle_2 Generic cough, clearing throat, sneezing x4

Idle_3 Bored sighs (it’s been a long day) x3

idle_4 „Hmm” sounds (thinking), longer and shorter x2

idle_5 “They thought they would get the best of me… hmpf.”

Idle_6 “Give them a warning or just have legs broken? ... what a question...”

Idle_7 “No use taking it too far… muscle isn’t too cheap nowadays… hard to trust the usual rabble…”

Idle_8 “…must consider it… probably too far-fetched, yet… no, definitely too far-fetched.”

Idle_9 “It is not going to work. I wonder how far I would have to go to... already far enough, probably...”

Idle_merchant_1: “Levies and taxes… I will have to find new routes again…”

Idle_merchant_2 “Two bales, and no takers so far... disappointing.”

Idle_merchant_3: “…shouldn’t have let the deal slip out of my hands… hmmm… I can still spoil it for them…”

Idle_merchant_4: “All for nothing… expenditures, men, effort… they shall pay… they shall pay.”

Idle_merchant_5: “Why not make me one of the factors? Am I not sufficiently qualified? Ingrates."

Idle_noble_1: “…with their bought titles and fake crests… see thought them all…”

Idle_noble_2: “Then again, it all comes together. They are that foolish. Ha!”

Idle_noble_2: “The damp rot in the City… choking… should sample the essences again…”

Idle_noble_3: “Couldn’t even take a loss properly. … Coughed blood all over the place… Disgraceful.”

Idle_noble_4: “Would I reconsider? <chuckles, then imitates own voice> Would I reconsider? Ha! Ha!”

Idle_noble_5: "When I'm done with him, he'll be sorry for... for being alive... filthy ingrate... "

 

Alert_idle: You are back at your post but you know there’s an intruder around.

 

Alert_idle01 “Might be still around here. I must think of the possibilities.”

Alert_idle02 “Gone… but I have a feeling this is not over yet.”

Alert_idle03 “The game continues… Someone will have to make a new move… eventually.”

 

Sleeping: ["snd_sleeping" ]
You're fast asleep and dreaming. A few snores, maybe a mumbled word or two.
sleeping01 x2

 

Reacting to World: ["snd_reaction" ] ["snd_state3"]: You are relaxed, and have just looked at something non-suspicious, like a book, or a playing card, or your reflection in a mirror. You make a grunt or comment, either pleased or not. Currently these lines are used primarily for AI playing cards—they make a comment after looking at their new card. They should be delivered without too much emotion.

reaction01 “Aww.” [annoyed] x4

 

[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 "I wonder if…"

to_alert1_2 “I’m not sure if…"

to_alert1_3 "Did something--?"

 

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 <displeased> "Unusually drafty here…"

to_alert1_sound_2 "A cue? But where from?"

to_alert1_sound_3 <menacing> "Did something sound over yonder?"

 

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 lurks over there, in the shadows? <trails off>"

to_alert1_saw_2 "Do I see…?"

to_alert1_saw_3 "Did... something slip by?"

 

To Alert 2: You notice something, and it caught your attention enough to warrant checking it out. You're more certain that what you saw was suspicious, so deliver the lines with more confidence than the above. Number of Wavs: 3 per character

to_alert2_1 "Without doubt, there is something there!"

to_alert2_2 "What stirs there? Hello?"

to_alert2_3 "Wait! What’s going on?"

 

To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing. Number of Wavs: 3 per character

to_alert2_sound_1 "All that clamour isn’t doing you any favours!"

to_alert2_sound_2 "Quit with the racket and come forward!"

to_alert2_sound_3 “I hear you there, lurkabout!”

 

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 "Right over there... or did I?"

to_alert2_saw_2 "Who's over there? Hello???"

to_alert2_saw_3 "Movement! I am sure of it!"

 

To Alert 2 + Company + Heard: You notice something auditory with your buddy and invite him/her to help you investigate. Number of Wavs: 2 per character

to_alert2_soundx2_1 "That noise again. Did you...?"

to_alert2_soundx2_2 "That wasn’t rats! Let’s take a look."

 

To Alert 2 + Company + Saw: You notice something visually amiss and double check with your friend. Number of Wavs: 2 per character

to_alert2_sawx2_1 "Without doubt, something's amiss!"

to_alert2_sawx2_2 "Trouble's afoot! Be wary!”

 

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. This bark will often accompany an animation of the AI putting his hands on his hips and looking around. Number of Wavs: 3 per character

to_0_1 "Nothing! And yet..."

to_0_2 "Nothing after all. Perplexing."

to_0_3 "I'm not usually wrong, but..."

 

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

to_0_sound_1 “Silence at last."

to_0_sound_2 "They were surely just rats."

to_0_sound_3 "My ears do ring overmuch these days."

 

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

to_0_saw_1 "I see it no more – all is well."

to_0_saw_2 “The mirage is gone – darkness once more.”

to_0_saw_3 “Maybe it was just a shadow of my own imagination.”

 

To Alert 3: You see or hear something that makes it seem that there's someone there, but you don't know exactly who or where they are. Number of Wavs: 5 per character

to_alert3_1 "Knight or knave, show yourself!"

to_alert3_2 "Who lurks there?"

to_alert3_3 "What mischief is this?!"

to_alert3_4 “Who is that? Speak!”

to_alert3_5 “Come forward and reveal your treachery!”

 

Returning to Alert 0 after search: Even though you're certain you saw a figure, you've searched around and can't find anyone. This bark is played as you give up the search. Number of Wavs: 5 per character

to_0_search_1 "He has disappeared into the shadows. Curse it!"

to_0_search_2 “No longer here... whoever it was.”

to_0_search_3 “It would be wise to keep alert, but things cannot wait.”

to_0_search_4 “He is still around, waiting. This is not good.”

to_0_search_5 "The stranger is well hidden. Hmpf. Too well, in fact."

 

Return to Alert 1: 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. What more can you do? Number of Wavs: 5 per character

to_0_spotted_1 "Wherever he was, he is long gone now."

to_0_spotted_2 “’Tis useless. The miscreant has bested me!”

to_0_spotted_3 "Should have known. Long gone."

to_0_spotted_4 "Out of sight, out of mind. He must be gone."

to_0_spotted_5 "What now? I can’t keep searching forever..."

 

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

gotten_help_1 "The knave, he's still here!"

gotten_help_2 "Over there! Quick!"

 

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 "I saw him here just a while ago!"

gotten_help_gone_2 "He must be here, I am sure of it!”

 

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 "A prowler’s on the loose. Watch out!"

saw_playerx2_2 "Be vigilant! There is mischief about."

saw_playerx2_3 "I saw an intruder, with my own eyes! Arm yourself!"

 

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

warn_friend01 “I don’t like the way things are. Something's amiss.”

warn_friend02 “I can’t see anything... but I am sure something’s wrong.”

warn_friend03 “I think it’s them. Be prepared.”

 

[AI Searching]

 

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

 

Investigate Alert 3: You're wandering around looking for some kind of intruder, but you're not 100% sure there is one. There is still a slight edge of uncertainty to your voice. Number of Wavs: 5 per character

search3_1 "It is you or me, and I want to get this over with!"

search3_2 "Cease your lurking!"

search3_3 " How long must you work your deceptions?"

search3_4 " That’s low. Show yourself!"

search3_5 "You are around here, and we both know it.”

search3_6 "It is useless, you know. Out with you!”

 

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

search4_1 "That's bad form, you know! Come on out!"

search4_2 "Don't think for a moment I shall not find you!."

search4_3 "It's only a matter of time... why prolong the inevitable?"

search4_4 "'Tis folly! Give yourself up!"

search4_5 “It shall be over, one way or another. Come out!”

 

Investigate Alert 4, civilian: As above, but you’re a civilian, so you aren’t about to fight someone who is armed. . Number of Wavs: 3 per character

search4_civilian_1 “I will not stand for this! Show yourself!”

search4_civilian_2 <nervous> “Don’t make me... don’t make me call the guards!”

search4_civilian_3 “Surely we could discuss this! No need to hide! Hello?”

 

Lost track of enemy: you have been charging the enemy, but now you lost him, he's probably hiding somewhere.

lost_player01 “Hey! Where is he now?”

lost_player02 “Confound it! Where is he?”

 

[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 preparing to attack. Number of Wavs: 5 per character

spotted_combat_1 "It's over for you!"

spotted_combat_2 "A-ha! Theeeere you are!"

spotted_combat_3 "The villain shows himself!“

spotted_combat_4 “Ward yourself!”

spotted_combat_5 “Don’t you move one inch!”

 

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

spotted_combatx2_1 "There he is! Get him!"

spotted_combatx2_2 "You there! Stop at once!"

 

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 "Drop that at once and face me, miscreant!"

 

Combat, killed player: You have fought the player and killed him. You stand over him as he dies and comment.

Killed_player01 “'Tis done. And very well, I might add.”

Killed_player02 “Not bad for some fighting practice.”

Killed_player03 “The assailant’s dead! ... But are there others?”

 

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 "Not a chance!"

spotted_civilian_2 "He’s armed! Aid me!"

spotted_civilian_3 “An intruder! Help! Help!”

spotted_civilian_4 "Assassin!"

spotted_civilian_5 "Help! He is armed!"

 

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 "Aid me ‘gainst him!"

fleeing_2 "He’s after me! Help! Help!"

fleeing_3 "Somebody stop him!"

 

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 "We’ll fell him together!"

combat_assist_1 "Corner him!"

 

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. You're pissed off. Number of Wavs: 4 per character

frustrated_1 "Just you wait, I’ll get you yet!"

frustrated_2 "Your cowardice reveals your fear!"

 

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 THAT!"

missile_generic_2 "Have another!"

 

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

archer_1 "Fire at will!"

archer_2 “I’ll bring you down!”

 

Attacking: You're grunting and attacking Number of Wavs: 3

attacking_1 " Have at you!"

attacking_2 "Hmpf!"

attacking_3 “A-ha!”

 

Hit the Player: You just thwacked the player with your weapon. Celebrate and ask him how it feels. These need to be said quickly, as the fight is still going on.

Number of Wavs: 3 per character

attacking_hit_1 "Yoooooour turn!"

attacking_hit_2 "Ha!"

attacking_hit_3 "How’s that, wretch?"

 

Hit the Player + Company: Same as above only your partner is nearby. Brag about hitting the player. Number of Wavs: 2 per character

attack_hitx2_1 "He’s mine!"

attack_hitx2_2 "I got him!"

 

Pain: You’ve been hit. Ouch.

Small grunts x2 

Big grunts x2

 

Hit By the Player No Damage: The player tried to blackjack you but failed. What an idiot. Number of Wavs: 1 per character

failed_ko_1 “What the!! Stay right where you are, assassin!"

 

Blocked by the Player/Hit by player: The player has hurt you a bit or blocked your attack.

player_blocked_1 "Beginner’s luck!"

player_blocked_2 "Not now!"

 

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. Number of Wavs: 3 male

die_quiet_1 "Ghhhh"

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 "I… I have been bested…aurghhhh"

die_loud_2 "All for naught! The darkness…!"

die_loud_3 "I... should have... *coughs blood*"

die_loud_4 "Haaaarg...*gurgle*"

 

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

blinded_1 "My eyes! Wait!"

 

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. Number of Wavs: 4 per character

suspicious_item_1 "That looks troubling."

suspicious_item_2 “I am sure it should not be so...”

suspicious_item_3 “Could it...? No, I’m sure it’s wrong...”

suspicious_item_4 "That’s surely not right..."

 

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

notice_weapon_1 "An instrument of murder! And here?"

notice_weapon_2 "A weapon, left here?"

 

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

notice_door_1 "’Tis not right to keep these doors open!"

notice_door_2 "Closed should mean 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 "Should this be so dark? I wonder... <trails off>"

notice_lights_2 "'Tis unusually dark in here."

 

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 "Shoddy lighting. How typical."

notice_lights_flame_2 "It has ceased to burn."

 

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

light_relight_1 "Guess I'll do it myself... disgraceful."

light_relight_2 "When I get my hands on the scoundrel who's responsible..."

 

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

light_refuse_1 "...it surely won't be me. Someone else should do it."

light_relight_2 "Hmpf. Let someone else light it."

 

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 "Blood! The stakes get higher!”

notice_blood_2 "These stains speak clearly ­- 'tis mischief!"

notice_blood_3 "Blood has darkened the premises. The game begins..."

 

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

notice_body_generic_1 "Who did this?"

notice_body_generic_2 "Hey! <to self>...at least it wasn’t me."

 

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

notice_body_female_1 "She seems hurt."

 

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

notice_body_male_1 "Clearly, the victim of a scheme of some sort!"

 

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

notice_dead_1 "Whose hands have done this?!"

notice_dead_2 "Deed most foul! 'Tis a murder!"

notice_dead_3 "Murder most vicious! Awake!”

 

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 "Griveous murder! And the murderer’s still afoot!"

 

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

notice_dead_male_1 "A man has been slain! Come quick!"

 

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

notice_dead_friend_1 "Alas, he is expired. Someone shall pay."

 

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 "Murder stalks in the night! Be wary!"

notice_deadx2_2 "Be wary, ill fate spares none tonight!"

 

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_1 "Where did it go? I am not that generous..."

notice_pickpocket_2 "Where did I leave it?"

notice_pickpocket_3 “Interesting. I had it just a little while ago, and yet…”

 

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 "That was... wait, it should still be here!"

notice_absence_2 "It’s missing from its regular place!"

notice_absence_3 " Now just a moment! Gone!"

 

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 "There is a thief around here. Watch for anything unusual."

notice_absencex2_2 "There has been a robbery. Tell everyone."

 

[Greetings]

 

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

Greeting Equal_guard_1 "Having a good night?"

Greeting Equal_guard _2 “All is well, I assume?"

Greeting Equal_guard _3 "Nothing out of the ordinary?"

 

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

greeting_guardxcivilian_1 " Begone! I haven’t got time."

greeting_guardxcivilian_2 "Move aside, knave."

greeting_guardxcivilian_3 "I’m in a bad mood tonight. Out of the way!"

 

Greeting Superior: You spot someone who is above you on the social ladder and greet them with respect.

greeting_xnobleman_1 "'Tis a fine night, Sire."

greeting_xnobleman_2 "What brings you here, Sir? Surely things of import?"

greeting_xnoblewoman_1 <sarcastic> "Out so late, Milady?"

greeting_xpriest_1 "<sycophantic, with a little hidden sarcasm> A pleasant evening to you, Father."

 

Greeting Up, Civilian: You're a civilian and see a guard on patrol.

greeting_civilianxguard_1 "Keeping the peace, I assume?"

greeting_civilianxguard_2 "All looks well, doesn’t it."

greeting_civilianxguard_3 “Keep watching for the vermin. ‘Tis an uneasy night.”

 

Greeting Equal, Civilian: You're a civilian and see a fellow. Greet them casually.

greeting_civilianxcivilian_1 "One of those nights, eh?"

greeting_civilianxcivilian_2 "Good even’... <mumbles> wasn’t so good for you, I wager..."

greeting_civilianxcivilian_3 "Out here so late? Surely, it must be important..."

 

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

response_1 “Quite, quite.”

response_2 “Indeed so.”

response_3 “If you say so...”

 

Response to superior. A superior has spoken to you. As above, but reply stiffly.

response_superior_1 “Very well.”

response_superior_2 “So it shall be.”

 


  • Bikerdude, Baal, SeriousToni and 7 others like this
Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

#2 Springheel

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Posted 09 October 2015 - 10:45 AM

It is quite hard to write a full vocal set

 

 

You can say that again.

 

 

There are also a few new vocal barks that I'm not sure are in your list.  I'll take a further look tonight.



#3 VanishedOne

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Posted 09 October 2015 - 10:53 AM

Nice to see something for the smooth/sinister voice Springheel proposed, and that could be used for nobles. Pity there aren't any mage lines, but if it takes that much effort to add any then far be it from me to complain. :smile:

Typo:

 

 

Idle_noble_1: “…with their bought titles and fake crests… see thought them all…”


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Some things I'm repeatedly thinking about...

- louder scream when you're dying


#4 grayman

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Posted 09 October 2015 - 12:28 PM

Lots of places where contractions would sound more natural.



#5 161803398874989

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Posted 09 October 2015 - 12:45 PM

Lots of places where contractions would sound more natural.

That's more of a performance thing, no?


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#6 grayman

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Posted 09 October 2015 - 12:56 PM

That's more of a performance thing, no?

 

It depends on how strictly the voice actor follows the script. Especially when there are inconsistencies like this:

 

"I am sure it should not be so."

 

"Could it...? No, I’m sure it’s wrong..."

 

If the actor sees this, then he might conclude that a contraction shouldn't be used in the first case, and should be used in the second.

 

If a character is known to not use contractions (i.e. Henry Standing Bear in the TV show Longmire), it becomes part of his character; what sets him apart from how others normally speak. People are usually consistent. Nobles tend to not use contractions. Common people are more likely to.



#7 Bikerdude

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Posted 09 October 2015 - 01:23 PM

Who was the guy that did the really cool /sadistic voice for us a while back..? something about poppies - can we get him to do the above line-set for us..?



#8 Melan

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Posted 09 October 2015 - 02:10 PM

I actually thought a lot about those contractions. Serious business.

 

[edit]And by that, I mean I still blew them, and grayman is completely right.


Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

#9 Goldwell

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Posted 09 October 2015 - 07:12 PM

Who was the guy that did the really cool /sadistic voice for us a while back..? something about poppies - can we get him to do the above line-set for us..?


That was me! The poppy seed killer or something haha. I posted that back in 2013 I believe.

However I've already provided two full vocal sets and I think a third would be a bit too much. I'm sure there are others who could do a better job anyway :)
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#10 Bikerdude

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Posted 09 October 2015 - 07:22 PM

Thats a shame, becase you were bloody awesome in those vocals. But yes we could do with a different voice, maybe male and female.



#11 Cambridge Spy

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Posted 10 October 2015 - 12:17 AM

That vocal set could come in handy with one of my planned FMs. I'm thinking of infiltrating a manor and assassinating a Bluebeard-like character.


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#12 Petike the Taffer

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Posted 20 October 2015 - 08:04 AM

I could try to record some samples for the schemer or the necromancer. Just a few test lines if I'll find some time for it. Melan's current write-up is quite good IMHO, but does anyone have any ideas on the voice direction for the necromancer ?



#13 VanishedOne

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Posted 20 October 2015 - 09:50 AM

More to the point, do we have a script for a necromancer?


Some things I'm repeatedly thinking about...

- louder scream when you're dying


#14 Petike the Taffer

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Posted 20 October 2015 - 01:10 PM

That's why I'm asking. I don't particularly care if it's just practice lines, I'm just interested in what direction you'd like to go with the style of his voiceovers.



#15 NeonsStyle

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Posted 08 August 2016 - 10:32 AM

I could sure use that characers voice in my FM. It's a slimy merchant character with nasty secrets


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#16 Bikerdude

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Posted 08 August 2016 - 11:46 AM

Back on topic, still waiting for someone to step up...



#17 New Horizon

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Posted 08 August 2016 - 12:26 PM

Back on topic, still waiting for someone to step up...

 

I'll do it.


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#18 Bikerdude

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Posted 08 August 2016 - 09:59 PM

Thanks fella.



#19 Melan

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Posted 09 August 2016 - 10:47 AM

I had an offer from Yandros, and I would like to honour it if he feels ready (plus he is very well suited to do it).

 

If you don't mind, I'll ask him if he can still take it. If he passes, it is yours.


Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

#20 New Horizon

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Posted 09 August 2016 - 11:22 AM

Sounds good.  I'll have all my gear setup and ready to go in any case!  I've got a voice in my head for the character.



#21 grayman

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Posted 09 August 2016 - 11:31 AM

I have voices in my head too. :wacko:


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#22 NeonsStyle

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Posted 13 August 2016 - 02:55 AM

I have voices too, mostly my voice is a squeak box lol. 

 

If a script is written properly, with inflextions and accent added in, it shouldn't be too difficult to voice it. Here's a good example I did.

 

"I was a settin on the v'randa jes watchin da day sliiide on by, when i spies old jake come-a-runnin up the track outa da old dark woods backa behind old henries place... he came runnin up, a puffin n awheezin, and he screams, "miss maggie, miss maggie, dem dere white boys done got lil leroy, and done takin him inta da woods..... dey say dey gonna teach him a lesson cause u know lil' leroy got such bad mouth...."


Edited by NeonsStyle, 13 August 2016 - 02:56 AM.

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#23 New Horizon

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Posted 13 August 2016 - 06:09 AM

Any word on this?

#24 ankaMr

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Posted 28 October 2016 - 03:21 AM

Hey...got a question regarding Cristinas vocals, especially on SL. There is distinctly a 2nd female harmony in many of the songs. Is that just Cristina mixed in, or somebody else entirely? Or am I imagining things?

#25 Bikerdude

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Posted 28 October 2016 - 01:45 PM

Any word on this?

Did you do the vocals.. if so I assume they just need to be added to the mod? And I can do that, just need the audio files..





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