**(Multilingual) Localizable Voices & Subtitles System – L.V.S.S. **
Have you ever thought “man, if only it would be easier to make subtitles”? Ever wished for an easy way to get voices in your cinematic game? Hoped your game could reach people all around the world with tons of languages, including your own? Do you get a headache every time you check the localization dashboard’s tutorials with all that C++?
L.V.S.S is the solution you were waiting for! Easy to migrate to an existing project, easy to create and translate content, easy to use.
Quick and easy to setup, LVSS lets you create, manage and use subtitles and voices in any language for your game. Use triggers, events, the level blueprint, your own input, etc to bring your narrative to life. Includes a working options menu and different trigger blueprints.
Preview – Example map and character:
Part 1:
Part 2: LVSS Preview 2 - Blueprint setup - YouTube (blueprint setup)
Use LVSS to have a translator-friendly, localization-ready game and being able to quickly integrate any dialogue or narrative into your game.
Features:
- Really quick setup with new project and less than 10 minutes to integrate in an existing one.
- Activate monologues and conversations, from any blueprint or actor at any time.
- Customize the subtitles font, position, box size and position however you wish.
- Options menu ready to use and completely customizable as well.
- Different events and functions:
o Quick subtitles: create and display a subtitle and/or voice specified directly in the function node. It doesn’t use data from any datatable so it is perfect for quick prototyping.
o Simple “monologue”: fire a series of voiced subtitles in the order you specify.
o “Conversation”: fire two monologues with a pause in between, defined by you. Link several for longer conversations.
o Randomized: play a voiced subtitle randomly from a pool that you specify. Very useful for repeating events like killing an enemy, being hit…
o Check monologue length: easily get the length of any monologue so you can time your events perfectly regardless of language i.e. an explosion just after a character mentions it, etc.
o Check conversation length: same functionality, but this one will also take into account the pause in between a conversation. Use it to time and script to your liking.
o Round Countdown event: example of how to use the system with events, display a countdown on screen and then spawn an actor in any Spawner actors (included in the system) on the map. You can select which actor is spawned so you can spawn hordes of minions, pickups, powerups…
Completely datatable-driven:
- You can add, edit or remove content easily.
- Add new languages with almost no effort in 5 minutes using my detailed guide.
- Very translator friendly (import-export CSV format into Excel easily).
Customization for the player:
- Options to choose whether subtitles, voices or both are active.
- Option to choose the language for voices and subtitles independently.
- Master global volume slider for all voices in the game. Can be overridden by the developer for whichever voices they wish.
- Settings are all in one object, so they’re very easy to save.
Please keep in mind that this is not designed to substitute other blueprint systems already existing that focus more on a Visual Novel/Point and Click style. This is supposed to be a simpler, quicker way to get a cinematic voice/subtitle system in your game that is fully localization-friendly and has all the options you need, since most games do not need such complex systems (as awesome as they are in their own way :)).
Update 1: the content has now been submitted after being tested with both 4.10 and 4.11 Preview 8. Yay!
The full in depth tutorial video can be watched here: