Good Feedback, I'll definitely take that into consideration. Although realize that the vast majority of these will only pop up in dialogue boxes, since I imagine having audio tips in tense situations would be much more distracting to the player. So the voice tips will most likely be limited to PR features that occur away from battle, (IE entering the chopper, entering the game) where as the ones like getting shot will definitely be exclusively a pop up box.dtacs wrote:For the past few days I've been playing BF2 and listening to the voice tips, and one thing that I noticed is that they need to be catchy, as I could recite EVERY single one, word for word when it came up. Stuff like this:
You have been wounded! Seek medical attention as soon as possible! Apply your "Field Dressing" bandage to help stem the bleeding!
Could be shortened to something like:
The BF2 ones did the same, by having the little text bit up the top come up as (default 9) as opposed to saying the button, since often people change them and it can become confusing.
Also, 'incendiaries' is a bit confusing as well, remember these should be aiming to the person who has never played PR or BF2 even. 'Use C4 or incendiary grenades to destroy it' would be a better option.
While these do destroy the immersion factor somewhat, vague and cryptic language can really confuse new players. Be as direct an unrealistic as possible to ensure they know what the tip is telling them.
Could simply become:
Just my thoughts on it.
Progress on Voice Tutorials
-
Bluedrake42
- Posts: 1933
- Joined: 2009-07-23 17:52
Re: Progress on Voice Tutorials
-
Bluedrake42
- Posts: 1933
- Joined: 2009-07-23 17:52
Re: Progress on Voice Tutorials
Put up a link to the first voice tutorial, check it out, tell me what you think
http://soundcloud.com/bluedrake42/sets/ ... -tutorials
http://soundcloud.com/bluedrake42/sets/ ... -tutorials
-
AncientMan
- Retired PR Developer
- Posts: 5111
- Joined: 2007-05-22 07:42
Re: Progress on Voice Tutorials
You can have key configs showing exactly what the user has set them to, just use bf2's text as an example:
So #PIWeaponSelect3# would represent whatever the user has set for the "c_PIWeaponSelect3" (usually IDKey_3) control, you can see the constants in documents/battlefield 2/profiles/xxxx/controls.con
Those voice overs are far too long. Use BF2's voice overs as an example. You can see in the localization anyway that they're no longer than 2 setences. It may be hard to cut down on some, but it shouldn't be a replacement for the manual, so you can always ditch detail and just give a reminder on what buttons to press. I would personally benefit this way much more than a 30 second clip which I got bored of 5 seconds into...
Probably best to record a few, put them ingame and working, so you know how it all works and what you can use as triggers.
Code: Select all
HUD_HELP_WEAPON_HANDHELD_ASSAULTRIFLE_CONTROLS_switchToRifleTap the '?C1001#PIWeaponSelect3#?C1001' Key to switch to the ?C1001Rifle?C1001Those voice overs are far too long. Use BF2's voice overs as an example. You can see in the localization anyway that they're no longer than 2 setences. It may be hard to cut down on some, but it shouldn't be a replacement for the manual, so you can always ditch detail and just give a reminder on what buttons to press. I would personally benefit this way much more than a 30 second clip which I got bored of 5 seconds into...
Probably best to record a few, put them ingame and working, so you know how it all works and what you can use as triggers.

