Breach - Cutscene Development

 The development of our cutscenes has been a long process that is still ongoing currently. We had to initially voice act our entire game, working through our scripts and gathering the audio we needed for all the cutscenes and voice lines we had planned. It took a while but we completed it and could begin work on the cutscenes and dialogue system.

At the time of starting work on cutscenes, we had only really gotten the first room sorted out, so I started with the dialogue that would occur in there. This is only a short cutscene and is the introduction to the game, setting the scene and informing the player before they get going. It is a simple cutscene that involves the Player and the Ship AI. Its main intention is to give the player an instant sense of urgency while also setting the scene to them. It is a straight to the point cutscene that tells that player what they need to start out with, but not forcing an end goal on them straight away.

After escaping their cabin, the player will have a cutscene introducing them to "Stella" (their roommate) who is talking to them over the radio. This should give the player some sense of comfort, as this is a person the character obviously knows and is friendly with. They explain the situation to the player and give them a task that they need doing.

The player will carry on walking until they get to the cafeteria - the center point of the ship - where they trigger another cutscene/dialogue where they meet the other quest-giver in the game. They appear as a scared and cowering crewmate in the corner of the cafeteria, replying to the players calls, hoping that they are friendly. The player will keep talking to them, asking what happened and for anything that they know, before being tasked with going to electrical to go and free 'Stella'.

This is currently as far as we have implemented our voice acting into the game, with work currently going into the electrical room cutscene and anything around there. We hope to have one complete storyline fully voice acted by the time we are done with this project.

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