...
Click to Speak is a tool for building and running a dialogue-based game. It comes in two parts: the editor, AudioEditorTextEditor3, and the game, ClickToSpeak. AudioEditor TextEditor3 allows you to construct a dialogue tree of textual lines and audio files, and ClickToSpeak runs the game based on the dialogue tree.
...
If you're interested, there's also some background on the game idea in this writeup of Marleigh's talk at GDC: http://www.gamespot.com/news/6280781.html
In AudioEditorTextEditor3, the text lines are marked with asterisks to indicate how far into the NPC's line the PC's response changes. Draggable breakpoints serve the same purpose in the audio files. AudioEditor TextEditor3 also contains a second tab, which stores the background music, the "end game" message, and the audio prompt played if the user does not press the button by the end of the NPC's line. It will probably become clearer how all this works if you play the sample game a few times in ClickToSpeak and then open examine the XML file in AudioEditorusing TextEditor3.
-----------------------------------------------------------------------
Instructions for installing and testing Click to Speak (NOTE: These are out of date as of 11/29; will be updated shortly!)
- Go to Perforce directory 2009/OneButton/Publish or shared drive folder 2010/Click To Speak.
- Install AudioEditor TextEditor3 and ClickToSpeak (the text editor and the playable game, respectively). Ignore the README file; it's out of date.
- The sample xml file gameMake sure to save test_with_relativePath.xml and the audio file folder Draft_Record folder are saved in Test_with_new_relative_path_system. It's important that game.xml is saved in the same folder where you installed the two applications. (This is important! The application needs to know where to find the audio files, so they have to be saved in the right place. If ClickToSpeak runs but does not play any sounds, this is probably why. Note that the folder the applications are installed in is distinct from the folder the Air files are saved inas Draft_Record for the sample game to run. (In previous builds you have to worry about where they were saved relative to the application, but we've changed the way file paths work, so you can save the application anywhere you like.)
- To use the editor: Start AudioEditorTextEditor3. The initial pop-up box is for filling in character names, and is really only useful when you're starting a new game file; otherwise, just X out of it. You can view the dialogue tree for our sample game by clicking Open in the File menu and selecting test_with_relativePathopening game.xml.
- To run game: Start ClickToSpeak. Click Load Game and select test_with_relativePathgame.xml as the game file. Click Start Game to play.
A text version of the test game is in Perforce //depot/2009/OneButton/cts-script.docx.