Element 2 Worklog 3 – NPC Language(Worklog 5.3-5.9)
This week, I found that some sounds should add, such as the sound of moving organs when switching maps, the sound of opening treasure chests and boxes that have been destroyed, and the sound of the main character’s new skills, among other scattered sounds.
The main work of this week was creating the sounds of the NPCs. My friends suggested I look at Hollow Knight, a game set in the world of Hallownest, a long-abandoned insect kingdom visited by a young knight. It’s an empty world, so there’s no option to use human language for the NPC voices in this game. I felt that our game was not drawn in the style of games of the current era, but rather in the style of games I played as a child. So I decided that, like in previous games, the NPCs would only sound when the player clicked on them to start and end a conversation with them. And because our game is also set in an overhead era and the map the wizard explores is the underground kingdom, I also intend to use a non-human language. That way voices will make more sense in this world.
I found four boys to help me record the NPC’s voice and let them play it out for themselves, making sounds but not talking, and with some emotion. My idea was that although I couldn’t understand what the NPC was saying, I could get a rough sense of who and what kind of person he was based on the tone and pitch of his speech.
This one is Frank, the Swordsman.

This is the mysterious merchant.

This is the quartermaster.

This is Michael, the explorer.

This is the steward of the Phoenix family.

This is the eldest son of the Phoenix family.
