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Introducing the Yack Pack

by Alex Stone · 05/24/2007 (3:51 pm) · 30 comments

Now available in the GG store!

I wanted to update everyone on the status of the new dialogue addon for TGE. I've changed the working title to Yack Pack to avoid confusion with the RPGDialog resource provided by Nelson Gonsalves.

Key Features

* 3-D sound and synchronized animation - NPCs look and sound like they are really talking to you.
* Multi-player enabled - Players can listen in on conversations.
* No new language to learn - All dialogue is written in TorqueScript.
* Multi-actor scripts - Scripts can utilize an unlimited number of actors for interesting conversations among multiple NPCs and the player.
* Multiple perspectives - View the action from a variety vantage points.
* Intuitive interface - Fast forward or activate dialogue branches with ease.
* Server-side actions - The player's dialogue choices can influence the rest of the game. Assign quests, exchange items, or influence the world through dialogue.

Scripting

You don't need to learn a new language to write dialogue for Yack Pack. Dialogue scripts are composed of ScriptObject constructors, similar to a UI or mission file.

new ScriptObject(Stanley_Sunshine_Hello)
    {
        audioProfile = Stanley_Sunshine_Hello_Audio;
        caption = "<just:center>Greetings traveler.";
        duration = 2.361;
        verbalize = true;
        autoAdvance = true;
        actor = 1;
        postDelay = 1000;
        promptActor = 0;
    };
...

What You'll Get

* Script files - about 600 lines of extensible code
* Example conversations
* Interface art
* TGE integration directions
* Documentation

NOTE: Some of the customizations I made to the engine will also be released seperately as a resource.

Release Date

We have signed the contract with GarageGames and are setting up the product pages. Release Date is TBA.

Eye Candy (New!)

Watch the new trailer: XVid (13 MB) If you use Safari, right-click and choose Download Linked File.

www.filamentgames.com/yackpack/promo/yack_pack_id.pngTarget identification.

www.filamentgames.com/yackpack/promo/yack_pack_fixedcamera.pngCinematic viewpoint.

www.filamentgames.com/yackpack/promo/yack_pack_firstperson.pngFIrstperson viewpoint.

www.filamentgames.com/yackpack/promo/yack_pack_main_menu.pngThe main menu.

About the author

Recent Blogs

• RPGDialogue Redux
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#1
05/24/2007 (4:01 pm)
This seems like an excellent addon to Torque!
#2
05/24/2007 (4:53 pm)
Looks great you got my purchase
#3
05/24/2007 (5:07 pm)
For a second I was hopeful you were going to release a yak pack... :)

This looks much better though.
#4
05/25/2007 (2:15 am)
Looks very useful indeed, I look forward to the release :)
#5
05/25/2007 (4:00 am)
Looks very good! Really looking forward to it.
#6
05/25/2007 (4:02 am)
Really cool, looking forward to it :)
#7
05/25/2007 (4:13 am)
Interesting stuff. Im really looking forward to this.

Keep up the spirit!

PS: I thought the RPG Dialog was created by Nelson A. K. Gonsalves, improved/tweaked by Ari Rule and some of the folks over at Dreamgames. Dident know it was a RealmWars thing too.
#8
05/25/2007 (4:39 am)
The video reminds me of mass effect site to video
http://www.gametrailers.com/player.php?id=13728&type=mov&pl=game

I was wondering if this will work for TGEA and if you can add the view where it will go back and forth between your character and the person your talking to?

Thanks great work
#9
05/25/2007 (7:29 am)
Sounds really good, will be looking out for the release.
#10
05/25/2007 (7:49 am)
Great stuff, I'm genuinally looking forward to getting my grubby mits on this :D
#11
05/25/2007 (8:41 am)
I totally miscredited RPGDialog...fixed!
#12
05/25/2007 (11:22 am)
Looks awesome! I've had a dialog system like this on the TODO list forever! Now, when you mention multiple actor scripts, I think scripted sequence. Thus, I would hope this pack will support custom animation plays per ScriptObject. ie:

new ScriptObject(Stanley_Sunshine_Hello)
    {
        audioProfile = Stanley_Sunshine_Hello_Audio;
        caption = "<just:center>Greetings traveler.";
        playThread = "OrcWaveAnimation"; // just an example
        duration = 2.361;
 ...

While it looks fine in first person, I would imagine actors entire bodies bobing around would look a little silly in cinematic modes. Another two features I would like to see (that are likely out of the scope of your project) a couple of simple orc-ready conversation animations that would randomly play during conversation. My second wish would be a simple text-to-speech for dev purposes. Again, these are both cream on the top ideas, and I would gladly purchase the system as is. Thanks and good luck!
#13
05/26/2007 (1:48 am)
I love the strange bobbing animations, lmao. This pack does look awsome however, I desperately needed something like this.
#14
05/26/2007 (6:45 pm)
Any chance we could purchase early and get the full version later? I could really use this now!
#15
06/08/2007 (7:51 am)
I'd like to address some of the comments so far:

1. Talking animation: The reason we have the run animation on the Orc is because the source file is for a very old version of max and it doesn't have any of the necessary bones to do facial animation. Even if we could add animations to the Orc, we couldn't sell it with Yack Pack due to various IP issues with GG. We feel that there are many talented artists that will jump on facial animation and sell a pack once there is a use for it.

2. Cameras: We have come along way with the viewpoints, but we are debating what to release in v1.0 because some of the fancy camera work requires alot of engine hacking and will be time-consuming for users to merge. We may just release that part as a Resource or wait until v2.0.

3. TGEA: The vast majority of the code is in script so it should work, but some of the engine tweaks are probably TGE specific. I don't own a TGEA license yet, but I will explore a TGEA version in the near future.

4. Early releases, beta testing: Unfortunately, since this is a code pack, there are a variety of legal issues we would have to deal with to release a beta. We don't have the facilities right now to support a private beta, or to write up a whole suite of legal documents to protect ourselves from various lawsuits, etc. I know some of you are on deadlines, and we are working with GG to make a release happen ASAP, but the dates are still fuzzy at this point. This is our first release, so we don't entirely know what GG is going to require or how long the process will take.
#16
06/19/2007 (9:39 am)
Excellent stuff! I'm totally buying this as soon as its available.

I'm going to be implementing it into TGEA, and I'd be willing to share the "porting" procedure with you once I get it done. Maybe I could get a Beta release of it? (Ha ha, I read... JK)
#17
06/30/2007 (12:43 pm)
Hey hey, any news? I'm shipping a product in 10 days, and I'd like to swap my ugly chat system out for this one...
#18
07/02/2007 (8:36 am)
The code is ready to go. We are just waiting for GG to get back to us on the contracts. We will release as soon as we can get through GG's workflow. If you want to speed up the process, you may want to shoot them an email. It's been kind of slow going.
#19
07/02/2007 (3:39 pm)
Excellent! Good to know, I'll send them an email...
#20
08/25/2007 (1:34 am)
I was wondering if this pack is still coming out?

thanks
PS do you still need people to email GG
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