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IFSCL - Crowdfund side costs!

Let's get voices!

  • Aelita & Jeremy voices recorded

    This news is reserved for project supporters.

  • Franz recordings and Jeremy reconfirmed!

    So...FRANZ recordings! They're done, they're finished. They're beautiful. We've recorded everything I wanted.

    That was a bumpy road and you'll love the PDF making of (for those who choose that reward, to be released around March 2019), full of twists and turns! (I'll try to add the session of Sharon too. Currently planned for November)

    The exclusive 30+ seconds mini-trailer (25e or more reward) of Franz Recordings was planned for August 2018. Of course the recordings have been delayed so I'll make sure to do that trailer soon. Probably after the release of 3.6.6, which, I guess, has the highest priority for everyone!

    Don't forget that you'll probably need a youtube account to get private access to that mini-trailer. I will use your existing ulule mail adress. If you didn't used the same for your youtube account, you'll probably have to send me the corresponding adress.

    The personal thanks of Franz/Paul have been recorded as expected and will be available in the final room of the game for those who choose that option.

    On the overall, I can say that Paul was very, very, very happy to get that letter full of your kind words!

    Also, good news, I'm doing a full revamp of story mode voiced scenes to ensure I'll be able to finally record all of Jeremys scenes with the official actress in the very little time that we'll have to record.

    I've cut lot of stuff, but in the end, that's better. As always, obstacles are wonderful ways to find more creative solutions.

    I converted some of the voiced scenes into what I now consider to be "ifscl cutscenes" (which are text only, with 2D portraits and camera that pans away from the 3D faces - non animated, and use 3d body animation as a way to convey more information). They were scenes with less emotional impact, so having voices was an unnecessary luxury.

    So, voiced scenes will now refer as 'cinematics', and are planned to be full 2D animation, like the show (especially to convey great facial animation, not crappy 3D replica). Plus they'll be in 16:9 format ^^

    Animatic example:

    Thanks again, see you soon ;D

  • English voice of Jeremy halted

    This news is reserved for project supporters.

  • Voice of Jeremy Belpois, finally in IFSCL!

    Hello everyone,

    Until now, the absence of French voice for Jeremie prevented me to confirm that original lines would be recorded for this character, but... surprise !

    Raphaëlle, (which is known french actress from regular TV series) accepted to participate to the project.
    So, as Sharon (english voice of Aelita), is also doing Jeremy's voice, we can now have upcoming high quality Jeremy recordings for both French AND English ! (only english would have been a no-go for me)

    For CODE:XANA crowdfunders, here's the link to an additional form, if you want to change the final voice of your thankyou message for one from Jeremy rather than previous answers or simply also transmit her a message. Also for CODE:XANA crowdfunders, please ensure that you answer to this form if you have not already.

    Of course that is exactly the kind of thing that I'll be able to finance thanks to the extra money over latest 3000+ goal in the crowdfunding.

    How's Jeremy's voice will be heard in the game ?

    Most recordings will serves as giving reactions to Jeremy to everything that happens, it can be small sounds sometimes, but it's also cinematic dialogs that helps giving more life to the exchange with his comrades.

    I try to avoid giving voice to his 'thoughts' that can be triggered by clicking on various objects, because this is likely to be something that will continue to change until the end of the dev, and I want recordings to be done way before that.

    Story mode wise, I also try avoiding redoing too much scenes from the show, simply because they're ALREADY in the show. So it's not really worth it, whereas I have the opportunity to actually do ORIGINAL scenes.

    How's the project going ?
    Recordings are still expected to be done by the end of the year, I'm writing a lot to fine tune the details, getting sure that I'll be able to avoid as much as possible to have to redo any further re-recording (although this probably going to happen)
    So that means ALOT of work ahead!

    Also due to the efficient result of the animatic teaser I posted on the 14th of July, I started considering the idea of making all the cutscenes/cinematics into 2D panels (of course, finalized, not as rough as in the animatic), so that would be perfectly inline with the series, less animated but with much more work on the framing and compositions, and in 16:9 format rather than 4:3 ^^.

    My main concern was that even with the best 3D, I'll never be able to reproduce the accuracy of close-up character expressions, and they are crucial to my scenes. So going full 2D would be better. My goal is still to have the possibility to move in 3D environment between the cutscenes, so that immersion is kept.

    Skidbladnir shenanigans is the main subjet of 37X cycle. And next one will be, at last, the start of the story mode!

    Before all that, I'm still a bit stuck to release the end of 36X Cycle, mainly due to engine issue, and since I don't have any control on that, I must continue my work but cannot do an export for you to play it. Let's hope the situation doesn't last more than a month or two!

    Finally, let's note that next 36X Cycle version will contain the famous Immu's Room, technological playable showcase (and sometimes narrative showcase) of the future of the IFSCL...

    Thank you again!
     

  • Handling dialogs and voices in IFSCL

    I'm studying a lot the way to make you interact with other characters, and how voices are going to be handeld to have as much voices as possible, but also being consistant on the parts where non-dubbed dialogs will be added to fill everything else. Let's not forget I can't record dozens of actors for every situation, I haven't the time, nor the money or logistical team of designers for that. And I'm still sure players will want to have some discussion with Odd, Yumi, Ulrich or even William.

    So:

    - Every CINEMATIC / PLAYABLE CINEMATIC (where you can move, good example in orange return to the past of version 3.3.0) has full voice acting, sometimes it's directly ripped from the show, sometimes It's filled with ulule new recordings

    - Every DIALOG TREE / non MANDATORY dialogs can be triggered between YOU and ANY character you meet at any point, and can differ depending the state of the story. In those cases, no voice, only texts, so I can do it for a lot of characters. But still, all conversations starts with a voice snippet like (yes ? allo ? ok ? jérémie ? etc.)

    - Every BUBBLE of THOUGHT (already introduced in 36X, when the player disable lyoko connexion for instance) from the player-character aren't dubbed. This is commonly accepted as not being a huge necessity anyway, as the character speaks to himself and those sentences tends to be very repetitive and mostly informative ("I can't open this door", "I should get this fuse" etc...)

    For sake of consistency but also allowing much broader length of dialogs and avoid recording lines for Jeremy, conversation with Aelita in the 'window' will essentially be dialog trees of TEXT only, with the camera looking around, not focusing on the window itself, BUT there will be INTRODUCTION to these dialogs with dubbed sentences from Aelita (not just a 'eh ? hello ? hi ? jérémie ?'.

    Of course, there's fully dubbed scenes with Aelita talking through conversation screen too, but those are CINEMATICS. All those choices are made with long term work in mind, I can't have dialog trees sometimes dubbed and sometimes not, that would look very wrong and raise questions from the player, because a pattern implied by the game would be broken.

    I hope everyone can appreciate the dev process and choices that have to be done here ;)

    Here's some old mockup for direct instructions, not an entire dialog tree, but something that could be used to replace phone when the character is in front of you and might inform about what dialog tree will look like

    Dubbed dialog in playable cinematic (as seen in 330) :