Friday, 11 November 2011

Voice Overs and SFX - Daniel Garton

All of the voice overs were recorded yesterday (10/11/11) in 1 long 4 hour studio session, and as of today, over the last 2 evenings, have been edited and readied for use in the installation. Most of the other audio work (SFX) has taken shape with only a couple of clips left to compose. Once these are completed the overall audio aspect of the installation will have arrived at completion and will then be handed over to Aristos for him to 'drop' into the interface ready for Mondays presentation.

 The Installation is finally taking good shape!

scenarios- boat eating squid- Rebecca Roberts

here is the picture for one of the scenarios.

scenarios and fisherman-Rebecca Roberts

here is the last scenario and the fisherman finished


Wednesday, 9 November 2011

The 4 main pages of the project - Aristos Vattis

These are the four pages that will be displayed on the touchscreen while the project will be running...

1. Intro Page
(This page will show up just for few seconds because is very simple and its purpose is to give a small introduction to the user about what the project is about..) In this page will be no voiceover but will slowly fade in the background sound of the project (sea, seagulls, ships etc).


2. Welcome Aboard Page
(This page is for giving to the user, the first instructions of what the game is about and how the user will interact through it) In this page will be a voiceover by the captain of the ship.


3. Check and Choose Charms Page
(This page is for the user to learn few informations about the charms and then to choose the 5 charms that he/she would like to carry in the ship when will to the open sea. Every charm that will be chosen by the user will be displayed on the bottom of the screen where is the specific bar for "Your Chosen Charms".


4. Captain's Cabinet Page (Game Page)
(This page will be the basic page for the game which will be about getting out to the open sea try to make a good catch (of fishes) but with many different problems coming up though the journey which the user will have to pass through by using one of the charms that he chosen on the "Check and Choose Charms Page". In this page are many sub-patches in order to make the game more accurate and user friendly.



These pages will be the final ones but until Monday we may make some small changes in order to get out all of the project in its best possible stage and interaction. 

New and hopefully Final Voice over Script - Daniel Garton

Now that we have the projects structure well established, I have put together what I'm hoping will be the final Voice over script to the installation


Installation Voice over Script



Scene 1 Welcome aboard:

Ahoy there sailor, welcome aboard, and may I say how great it is to see you. We’re just about to set sail. The town’s people can’t get enough when it comes to fish, so we’re looking for a good catch today, and I’m glad you’re with us, we need help to make sure we return safely with all the fish we can catch. Mind your step as you board now.

Scene 2 Check out the Charms:

Ah right then, now you’re aboard, I can tell you about these charms I was given at our local fishing tackle shop down Huntriss row. He said that some of them would keep us safe on our trip, but I’ve forgotten which ones they are. Maybe you could take a look at them and see if you can work out the ones we need to take with us? Click on each of them, and I’ll see what I can remember about each one.

This is a caul, or amniotic sac. It adheres to the head of a baby during infancy and is thought to have some preservative property in that the baby doesn’t drown whilst surrounded in fluid during maternity. It is said that its preservative properties are transferred to any person carrying the caul.



Ah the Jaws of a sea urchin. These are often carried by sea goers to protect them against drowning



This is the Indian seed. It was washed up on the shores of the Hebrides by the Gulf stream. Because of this the locals collected it believing it had some ability to prevent drowning as it had survived the sea and washed ashore. Fascinating stuff



This is ‘Thor’s hammer’ or the hyoid bone of a sheep. Many fishermen carried this as a prevention of death by drowning.



A lifebuoy. It’s always good to have one of these at sea, made from cork and painted canvas, the breeches buoy was invented in 1832 by Lieutenant Thomas Kisbee.



This is a pony shoe, these we’re used to stop fairies from stealing horses by hanging them above doors.

This is a Holed stone, I believe these we’re tied to the horns of a cow to stop fairies from stealing their milk

This is a fossilized sharks tooth, I think this is used as a cure for preventing death by poison.

This is a loggerhead turtle, though I’m not sure how it will help us

Ah the rabbits foot, the man said this will bring its bearer good luck. We might be needing that!

Good job, I see you have selected your charms, if you’re happy with them, touch the button there in the middle of the screen.

Scene 3 Out at Sea:

Ah the open waters at last, smell that sea air. Now that you’ve chosen your charms, we may need them to help us return safely with a good catch. It’s up to you to pick the charm you think will help us should anything happen on our trip.  When you’re ready, touch the start button to get going.

Nets at the ready men!

Ah no, looks like our first fish was male, that will bring us bad omen. We’re going to need some good luck for the rest of the trip now, have you got a charm that you think will help us?

Brace yourselves! We’re being attacked by a giant squid! We need some protection against drowning, have you got a charm that will prevent us from drowning?

Stay alert sailor, there are sharks surrounding us. We need something to distract them, have you got anything?

Man overboard! Hold on to something there sailor, these winds are picking up, and you wouldn’t want to fall overboard. Have you got a charm that will save our fellow sailor from drowning?

Abandon ship! We’re sinking by the bow, the storm is taking us down, we’re going to drown unless you have a charm that will save us. Have you got one that will help us?



Oh dear, the charm can’t be the right one, it hasn’t helped us.

Very good there sailor, that charm worked!

The ship has sunk and the sailors have drowned, that charmed didn’t work! Maybe you could try again? Better luck next time!

Land Ahoy. Very Well done sailor, we’ve made it back to harbour safely. It was great having you with us today. Feel free to come aboard again anytime you wish.


These are to be recorded in the scheduled session tomorrow afternoon (10/11/11)


                   

windy sea and shark attack scenario

here are two  visuals scenarios we are going to use


try again- Rebecca Roberts

Here is the try again picture i have come up with feedback welcome

Just keep swimming- Rebecca Roberts

Here are two of the fishes (lives) that are used during the game


Monday, 7 November 2011

Fisherman almost ready to set sail- Rebecca Roberts

this is the last draw up of the fisherman for the project he will be put into illustrator and ready by wed

Final Script so far - Daniel Garton

Just thought I would share the voice over script so far after the new plotline, obviously its not complete yet, and the final recordings are still to be attained. A basic idea however can be acheived from this.


Installation Voice over Script



Scene 1 Welcome aboard:

Ahoy there sailor, welcome aboard, and may I say how great it is to see you. We’re just about to set sail. The town’s people can’t get enough when it comes to fish, so we’re looking for a good catch today, and I’m glad you’re with us, we need help to make sure we return safely with all the fish we can catch. Mind your step as you board now.

Scene 2 On board:

Ah right then, now you’re aboard, I can tell you about these charms I was given at our local fishing tackle shop down Huntriss row. He said that some of them would keep us safe on our trip, but I’ve forgotten which ones they are. Maybe you could take a look at them and see if you can work out the ones we need?



Scene 3 Check out the Charms:

Here we are, all the charms are here for you to take a look at, click on each one, and I will see what I can remember about each one.



Scene 4 Choose the charms:

Ah, were almost ready, ready to set sail of course. Now that you know a little bit more about each charm, Can you choose 5 that you think will keep us safe at sea?

Scene 5 Ready To Go?:

Good job, I see you have selected your charms, are you happy with them, or would you like to go back and choose again?  

Scene 6 Out at Sea:

Ah the open waters at last, smell that sea air, nets at the ready men!



Back to Harbour All 3 Nets:

 Say, you did it, good choice of charms there, we made it back with all the fish, the people of Scarborough will be pleased. Come by anytime you like, we can always use a help like you.

Back to Harbour 2 nets:

Well done sailor, we made it back with most of the fish. Be sure to come and help us again, we always need a willing helper like yourself.



Back to Harbour 1 net:

Not bad, but we need to go back out there and catch some more fish, the towns people will have this lot eaten before long, maybe you could help us pick another 5 charms and come back to sea.

Updates to come as they occur, Im wanting the script up on the blog ASAP for the benefit of feedback before I intend to get the final recordings done in the studio on thursday.

Sunday, 6 November 2011

Game Correct-Wrong - Aristos Vattis

This is how Max will recognize which picture is correct or wrong. Since the user will choose his five charms, the switches in all of the game's scenarios will be switched on to what the chosen picture is considered for (right or wrong)...  

Friday, 4 November 2011

Stills vs Video pt 2- Rebecca Roberts

i have finished creating the stills from the videos, here are a few examples, feedback welcome

(quiz door)

(find the charms door)

(boarding touch screen)

new fisherman- Rebecca Roberts

this is the new fisherman character this is still a rough version for now

Thursday, 3 November 2011

Toolbox - Aristos Vattis

This will be the toolbox in each interactive page. (Main Menu on the top left - Logo and Captain's picture on the bottom right - All the rest buttons on the bottom left)
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In this page will be the five pictures of the charms that the user have chosen. That will be in order to give a last chance for the user to change any of the chosen charms before he/she enter the game. 

Wednesday, 2 November 2011

General Project Stucture - Aristos Vattis

That is the general structure of how the project will be connected in MAX/MSP/Jitter

Stills vs. Video- Rebecca Roberts

As we saw on monday the videos we have are running very slow so we have decided to use stills from the videos instead, i am currently in the process of creating these in final cut, i am also looking into re-designing our fisherman to look a bit more real for the final project.

Tuesday, 1 November 2011

Voice Over Sample - Daniel Garton

As promised I've got round to uploading a sample of the voice over. I have based the voice more on my native accent, to keep with the local theme, but trying not to be too wet. Have a listen and see what you think, I'm after some feedback on how it works, or doesn't work. Apologies for the poor recording quality, this will be sorted for the final voice overs.

http://soundcloud.com/charmedlives3/voice-over-blog-sample

Monday, 31 October 2011

Final Storyline - Daniel Garton

After today's presentations and feedback, we have now come to a final storyline and aim of our installation's overall structure.

After guidance and taking into account the feedback given today, I propose on behalf of the group the following plot line:

The overall story will be about a fishing trip aboard a boat, and its safe return to harbour with the catch of fish afterwards. The user will be presented a selection of charms, 5 of which are directly relevant to the safety of the fishermen whilst out at sea, and 5 charms from the other groups. A simple introduction to each charm will be narrated as the user selects each one. The user is to select 5 charms from the 10, to take with them at sea, with the intention of having the relevant/correct charms with regards to their protective qualities.  The next part of the story will then be to set sail, and the user will be subjected to 5 occurances/scenarios where the user will have to select one of their 5 chosen charms in order to avoid drowing or other danger whilst out at sea. The user is given 3 lives/attempts and the aim is to have selected the best 5 in order to have survived the trip and return to harbour with a good catch. As the user uses each charm, there will be a small commentary as to why it was effective and other background information.  If the user has chosen a charm that isn't relevant to sea safety and therefore does not save them when selected, the user will lose a live and a small commentary will provide information as to why that charm is non effective against drowning/danger.

Hopefully I've described it as best to understand.

If everybody can have a read and confirm you're happy with it.

I will get to work on a voice over script to suit the new storyline.