Sprint journal RSS
This journal documents the progress of my work on Norsevar regarding narration and room generation on a sprint-by-sprint basis.
For this sprint, I worked on weaving the story in the game.
First, I asked some friends to record voice lines for the dialogues I wrote. At this point in time, it still wasn't sure whether the dialogues would be voiced or not, since reserves were expressed about the feasibility of this task given what little time was left. However, I figured I'd rather have the audio files in case I could fit it in.
Then, I took a little bit of time to learn the ropes of the dialogue system we were using. After some fiddling, I got to the real deal of implementing the dialogues in the game. Whilst working on that, I realised I could simply play an audio file behind it, as there is an OnExecute method called when a line of dialogue appears.
Once all dialogues were in the game files, I took it upon myself to add an auditory dimension. After tweaking some of the audio files in FMOD (namely Heimdall and Loki's, giving them some reverb to make it feel more like gods communicating with a mortal through telepathy), I added events and functions to play those audio files. Surprisingly enough, it worked perfectly.
As of 18/04, the only thing left is to setup the dialogue triggers in the game.
Update (28/04) : I was able to implement random voice lines playing when combat starts, when combat ends, and when the player dies. I, however, was not able to implement the exchange between Heimdall and Erik upon the player's first resurrection, nor the taunts Loki would throw at the player upon subsequent resurrections, as there is no roguelite gameplay loop in the game, therefore the player is unable to respawn.
For this sprint, I worked on upgrading the already implemented dialogue system to add voice lines to the main three characters. Due to poor time management and other assignments, I couldn't work on it as much as I wanted to.
Following my lacking performance in T-CA3, I decided to work on implementing as well as "artefacts" the player can encounter and interact with to tell a small part of the story.
During this sprint, due to personal issues, I didn't work on the game at all
For this sprint, I had to figure out a backstory for Heimdall and the blacksmith, but in my opinion, it would make the plot way too bloated given the scope of the game and too time-consuming to round either of those characters.
During this sprint, I refactored the level generation code to its final state. This concludes level generation as a feature of the game. The only parts that will be changed moving forward are the various room types and their odds of apparition.
I also took the plot I started writing during the previous sprint and elaborated on it.
"Erik Einarsson, proud Viking member of the Wulfing clan, was chosen to venture into the forest for the final trial of the clan games: Hauldsvegr, the Hero’s Journey. He has to venture and try to find Freyrglade, a mystical clearing that was blessed by the Gods, according to the legends. Once he starts going deeper in the forests, he finds himself attacked by wolves and snakes. In spite of his will and axe, he ends up succumbing to his wounds, or does he…
He wakes up at the outskirts of the forest, a giant figure clad in gold stands before him, sword in hand, his eyes as deep and dark as the night. The man introduces himself as Heimdall, the foreknowing God who keeps watch for invaders. In a deep, booming voice, he explains that Loki, the chaotic trickster God and his eternal rival, cast their magic on the forest and possessed its inhabitants for the sole purpose of messing with Erik. However, as Heimdall swore to oppose them, he decided to protect Erik and undo any of Loki’s actions that would lead to the Viking’s death, until the trickster God would give up and leave him be, although that wouldn’t happen until he would leave the forest.
After hearing Heimdall’s warning and pondering his choices, Erik decides to head back in. No hero ever backed down from a challenge, let alone coming from a God."
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Useful links
Mahara skin made by my teammate Paul Bichler.
Sprint 1
Sprints 3 to 7
- L. T. Pereira, P. V. S. Prado and C. Toledo, "Evolving Dungeon Maps With Locked Door Missions," 2018 IEEE Congress on Evolutionary Computation (CEC), 2018, pp. 1-8, doi: 10.1109/CEC.2018.8477718.
- B. von Rymon Lipinski, S. Seibt, J. Roth and D. Abé, "Level Graph – Incremental Procedural Generation of Indoor Levels using Minimum Spanning Trees," 2019 IEEE Conference on Games (CoG), 2019, pp. 1-7, doi: 10.1109/CIG.2019.8847956.
- A. Baldwin, S. Dahlskog, J. M. Font and J. Holmberg, "Mixed-initiative procedural generation of dungeons using game design patterns," 2017 IEEE Conference on Computational Intelligence and Games (CIG), 2017, pp. 25-32, doi: 10.1109/CIG.2017.8080411.
- J. A. Brown, B. Lutfullin and P. Oreshin, "Procedural content generation of level layouts for Hotline Miami," 2017 9th Computer Science and Electronic Engineering (CEEC), 2017, pp. 106-111, doi: 10.1109/CEEC.2017.8101608.
Sprint 18
- The asset used was Dialogue System by Pixel Crushers.