| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | Example Hostile/Enemy AI Character Barks for an action or shooter-style title. This is a Work In Progress with a focus on dialogue presets. | |||||||||||||||||||||||||
2 | This is a sample bark list for a generic AI enemy type in GAMENAME- an action shooter. Players must survive against a hostile incursion of Shadow Mercenary forces. These barks are for a generic Shadow Mercenary Grunt (SMGNT01) and are the base dialogue lines expected for use as first pass dev. | |||||||||||||||||||||||||
3 | Glossary / Naming convention breakdown: | |||||||||||||||||||||||||
4 | GLOBAL_<USECASE>_SEQ0X_<CharacterName>_VAR01 GLOBAL = Can trigger anywhere in the game <Use case> = Abbreviation of the use case, in the event of a "Advance Aggressive" it would read GLOBAL_ADV_AGG. SEQ0X - Line in the sequence of dialogue SEQ01 = First line <CharacterName> - The name of the AI character VAR0X - Variant | |||||||||||||||||||||||||
5 | ||||||||||||||||||||||||||
6 | Advancing/movement telegraphing dialogue: | |||||||||||||||||||||||||
7 | Identifier | Bark Type | Context/Play Conditions | Line Text | Voice Notes/Tone | Character Count | Other Notes | |||||||||||||||||||
8 | GLOBAL_ADV_AGG_SEQ01_SMGNT01_VAR01 | Advance Aggressive | Line plays during combat - it is an advance aggressive line. Enemies are in a combat state against the player & know the player's last known position. This line will be called out by the advancing enemy. Serves as a shout to the player to let them know of movement behind cover AND in universe as a "cover me" set up line in a call & response behaviour routine. | |||||||||||||||||||||||
9 | GLOBAL_ADV_AGG_SEQ01_SMGNT01_VAR02 | Advance Aggressive | " | |||||||||||||||||||||||
10 | GLOBAL_ADV_AGG_SEQ01_SMGNT01_VAR03 | Advance Aggressive | " | |||||||||||||||||||||||
11 | GLOBAL_ADV_AGG_SEQ01_SMGNT01_VAR04 | Advance Aggressive | " | |||||||||||||||||||||||
12 | GLOBAL_ADV_AGG_SEQ01_SMGNT01_VAR05 | Advance Aggressive | " | |||||||||||||||||||||||
13 | GLOBAL_ADV_AGG_SEQ01_SMGNT01_VAR06 | Advance Aggressive | " | |||||||||||||||||||||||
14 | GLOBAL_ADV_INV_SEQ01_SMGNT01_VAR01 | Advance Investigate | Line plays during combat - it is an advance investigate line. Enemies are in a combat state against the player but do not know their location. The AI call will this line out to themselves to indicate that they're moving up to try and find the player. This is a prelude to a cover call and response behaviour. | Line should be aggressive and panicked, as they're effectively acting blind and just moving to last known "Sound" location. | ||||||||||||||||||||||
15 | GLOBAL_ADV_INV_SEQ01_SMGNT01_VAR02 | Advance Investigate | " | |||||||||||||||||||||||
16 | GLOBAL_ADV_INV_SEQ01_SMGNT01_VAR03 | Advance Investigate | " | |||||||||||||||||||||||
17 | GLOBAL_ADV_INV_SEQ01_SMGNT01_VAR04 | Advance Investigate | " | |||||||||||||||||||||||
18 | GLOBAL_ADV_INV_SEQ01_SMGNT01_VAR05 | Advance Investigate | " | |||||||||||||||||||||||
19 | GLOBAL_ADV_INV_SEQ01_SMGNT01_VAR06 | Advance Investigate | " | |||||||||||||||||||||||
20 | GLOBAL_REPOSITIONING_SEQ01_SMGNT01_VAR01 | Repositioning | Line plays during combat - it is a repositioning line. Enemies are engaged in combat with the player. The AI will call this line out themselves as they move to change position during combat and when finding new cover. Serves to let player know of enemy repositioning AND as as a "cover me" set up line in a call and response behaviour routine. | |||||||||||||||||||||||
21 | GLOBAL_REPOSITIONING_SEQ01_SMGNT01_VAR02 | Repositioning | " | |||||||||||||||||||||||
22 | GLOBAL_REPOSITIONING_SEQ01_SMGNT01_VAR03 | Repositioning | " | |||||||||||||||||||||||
23 | GLOBAL_REPOSITIONING_SEQ01_SMGNT01_VAR04 | Repositioning | " | |||||||||||||||||||||||
24 | GLOBAL_REPOSITIONING_SEQ01_SMGNT01_VAR05 | Repositioning | " | |||||||||||||||||||||||
25 | GLOBAL_REPOSITIONING_SEQ01_SMGNT01_VAR06 | Repositioning | " | |||||||||||||||||||||||
26 | Awareness raised/suspicion & searching dialogue: | |||||||||||||||||||||||||
27 | Identifier | Bark Type | Context/Play Conditions | Line Text | Voice Notes/Tone | Character Count | Other Notes | |||||||||||||||||||
28 | GLOBAL_MOVEMENT_SPOTTED_SEQ01_SMGNT01_VAR01 | Spot Movement | Line plays on enemy AI seeing movement (the player) but not having full or active awareness yet, they know something has moved that shouldn't and become suspicious. They will now move to investigate the last spotted position. if they can't find anything they return to default. Works as a prelude to escalating awareness into combat AND/OR a deescalation and return to passive state. Also works as a set up line for a call and response to other nearby AI. | |||||||||||||||||||||||
29 | GLOBAL_MOVEMENT_SPOTTED_SEQ01_SMGNT01_VAR02 | Spot Movement | " | |||||||||||||||||||||||
30 | GLOBAL_MOVEMENT_SPOTTED_SEQ01_SMGNT01_VAR03 | Spot Movement | " | |||||||||||||||||||||||
31 | GLOBAL_MOVEMENT_SPOTTED_SEQ01_SMGNT01_VAR04 | Spot Movement | " | |||||||||||||||||||||||
32 | GLOBAL_SOUND_HEARD_SEQ01_SMGNT01_VAR01 | Hear Something | Line plays on enemy AI hearing a sound (player makes a noise - gun shot - rock throw - distraction etc.) - the AI can't identify the source of the noise nor has it put them in alert, but they will invesitgate and try and find the noise source. The AI will then move into to patrol behaviour. | |||||||||||||||||||||||
33 | GLOBAL_SOUND_HEARD_SEQ01_SMGNT01_VAR02 | Hear Something | " | |||||||||||||||||||||||
34 | GLOBAL_SOUND_HEARD_SEQ01_SMGNT01_VAR03 | Hear Something | " | |||||||||||||||||||||||
35 | GLOBAL_SOUND_HEARD_SEQ01_SMGNT01_VAR04 | Hear Something | " | |||||||||||||||||||||||
36 | GLOBAL_AWARENESS_ROUSING_SEQ01_SMGNT01_VAR01 | Awareness Rousing | Line plays when AI briefly notices the player with their awareness meter slowly starting to fill. The AI will call this line out to themselves to indicate they've become alert to an unathorised presence. Serves to warn player to move more cautiously or retreat before AI awareness meter fills up. Works as a prelude to awareness rising into combat AND/OR a deescalation and return to passive state. | |||||||||||||||||||||||
37 | GLOBAL_AWARENESS_ROUSING_SEQ01_SMGNT01_VAR02 | Awareness Rousing | " | |||||||||||||||||||||||
38 | GLOBAL_AWARENESS_ROUSING_SEQ01_SMGNT01_VAR03 | Awareness Rousing | " | |||||||||||||||||||||||
39 | GLOBAL_AWARENESS_ROUSING_SEQ01_SMGNT01_VAR04 | Awareness Rousing | " | |||||||||||||||||||||||
40 | GLOBAL_AWARENESS_ROUSED_SEQ01_SMGNT01_VAR01 | Awareness Roused | Line plays when AI has gained awareness of player's presence and their awareness meter is full. The AI will call this line out to themselves prior to moving to investigate the player's suspected location. Serves to warn player that enemy is aware of their presence and is now actively looking for their location. Works as a prelude to escalting awareness into combat AND/OR a deescalation and return to passive state. | |||||||||||||||||||||||
41 | GLOBAL_AWARENESS_ROUSED_SEQ01_SMGNT01_VAR02 | Awareness Roused | " | |||||||||||||||||||||||
42 | GLOBAL_AWARENESS_ROUSED_SEQ01_SMGNT01_VAR03 | Awareness Roused | " | |||||||||||||||||||||||
43 | GLOBAL_AWARENESS_ROUSED_SEQ01_SMGNT01_VAR04 | Awareness Roused | " | |||||||||||||||||||||||
44 | GLOBAL_AWARENESS_CONFIRMED_SEQ01_SMGNT01_VAR01 | Awareness Confirmed | Line plays when AI has confirmed location of and sees the player. The AI will call this line out to themselves before starting combat. This line can be responded to by other AI in a call and response style as it acts as a confirmation of player sighting. Indicates to player that they've been discovered and that combat is imminent. | |||||||||||||||||||||||
45 | GLOBAL_AWARENESS_CONFIRMED_SEQ01_SMGNT01_VAR02 | Awareness Confirmed | " | |||||||||||||||||||||||
46 | GLOBAL_AWARENESS_CONFIRMED_SEQ01_SMGNT01_VAR03 | Awareness Confirmed | " | |||||||||||||||||||||||
47 | GLOBAL_AWARENESS_CONFIRMED_SEQ01_SMGNT01_VAR04 | Awareness Confirmed | " | |||||||||||||||||||||||
48 | GLOBAL_SURPRISED_SEQ01_SMGNT01_VAR01 | Awareness Surprised | Line plays when AI's already alert state is suddenly interrupted by something, immediately sending them in to combat mode. Their awareness meter fills quickly and the AI will call this line out to themselves before engaging in combat or entering into a combat stance. This line can be responded to by other AI in a call and response style behaviour routine. | Types of 'surprise' triggers: Player Traps Explosions Bombs etc | ||||||||||||||||||||||
49 | GLOBAL_SURPRISED_SEQ01_SMGNT01_VAR02 | Awareness Surprised | " | |||||||||||||||||||||||
50 | GLOBAL_SURPRISED_SEQ01_SMGNT01_VAR03 | Awareness Surprised | " | |||||||||||||||||||||||
51 | GLOBAL_SURPRISED_SEQ01_SMGNT01_VAR04 | Awareness Surprised | " | |||||||||||||||||||||||
52 | GLOBAL_SEARCH_AGG_SEQ01_SMGNT01_VAR01 | Search Aggressive | Line plays during combat - it is a search aggressive line. Enemies are engaged in combat with the player. The AI will call this line out to themselves when the AI loses sight of player during combat and then begins searching aggressively for them. Nearby AI squad members can respond to this line in a call and response behaviour routine. | |||||||||||||||||||||||
53 | GLOBAL_SEARCH_AGG_SEQ01_SMGNT01_VAR02 | Search Aggressive | " | |||||||||||||||||||||||
54 | GLOBAL_SEARCH_AGG_SEQ01_SMGNT01_VAR03 | Search Aggressive | " | |||||||||||||||||||||||
55 | GLOBAL_SEARCH_AGG_SEQ01_SMGNT01_VAR04 | Search Aggressive | " | |||||||||||||||||||||||
56 | GLOBAL_REGAINED_VIS_SEQ01_SMGNT01_VAR01 | Regained Visual | Line plays during combat - it is a regained visual line. Enemies are not engaged in active combat but are searching for the player after losing sight of them during a previous combat encounter. The AI will call this line out to themselves when they spot the player after previously losing sight of them. The AI will then start combat again. Nearby AI squad members can respond to this line in a call and response behaviour routine. | |||||||||||||||||||||||
57 | GLOBAL_REGAINED_VIS_SEQ01_SMGNT01_VAR02 | Regained Visual | " | |||||||||||||||||||||||
58 | GLOBAL_REGAINED_VIS_SEQ01_SMGNT01_VAR03 | Regained Visual | " | |||||||||||||||||||||||
59 | GLOBAL_REGAINED_VIS_SEQ01_SMGNT01_VAR04 | Regained Visual | " | |||||||||||||||||||||||
60 | GLOBAL_DEESC_CAUT_SEQ01_SMGNT01_VAR01 | De-escalate To Cautious | Line plays when combat is over - it is a de-escalate to cautious line. The AI will call this line out to themselves after losing sight of player following a previous combat encounter and the player has remained hidden/inactive long enough for combat to de-escalate to a stop. The AI will return to an alert but cautious state and continue looking around. | |||||||||||||||||||||||
61 | GLOBAL_DEESC_CAUT_SEQ01_SMGNT01_VAR02 | De-escalate To Cautious | " | |||||||||||||||||||||||
62 | GLOBAL_DEESC_CAUT_SEQ01_SMGNT01_VAR03 | De-escalate To Cautious | " | |||||||||||||||||||||||
63 | GLOBAL_DEESC_CAUT_SEQ01_SMGNT01_VAR04 | De-escalate To Cautious | " | |||||||||||||||||||||||
64 | GLOBAL_RETURN_TO_PATROL_SMGNT01_VAR01 | Return To Patrol | Line plays when the AI cannot find player after searching, their awareness meter is now empty, and they return to a patrol state. The AI will call this line out to themselves after failing to find the player while investigating the area for them. They will then return to their passive patrol state. Serves to inform the player that the AI has stopped actively looking for them and has returned to their normal patrol behaviour. Nearby AI squad members can respond to this line in a call and response behaviour routine. | |||||||||||||||||||||||
65 | GLOBAL_RETURN_TO_PATROL_SMGNT01_VAR02 | Return To Patrol | " | |||||||||||||||||||||||
66 | GLOBAL_RETURN_TO_PATROL_SMGNT01_VAR03 | Return To Patrol | " | |||||||||||||||||||||||
67 | GLOBAL_RETURN_TO_PATROL_SMGNT01_VAR04 | Return To Patrol | " | |||||||||||||||||||||||
68 | Combat (projectiles) incoming reaction dialogue: | |||||||||||||||||||||||||
69 | Identifier | Bark Type | Context/Play Conditions | Line Text | Voice Notes/Tone | Character Count | Other Notes | |||||||||||||||||||
70 | GLOBAL_GRENADE_INCOMING_SEQ01_SMGNT01_VAR01 | Grenade Incoming | Line plays when a grenade of other projectile is launched at the AI by the player or other hostile teammate (AI or player squad member). The AI will call this line out to themselves as a warning shout for themselves and other nearby AI to move/take cover. Nearby AI squad members can respond to this line in a call and response behaviour routine. | |||||||||||||||||||||||
71 | GLOBAL_GRENADE_INCOMING_SEQ01_SMGNT01_VAR02 | Grenade Incoming | " | |||||||||||||||||||||||
72 | GLOBAL_GRENADE_INCOMING_SEQ01_SMGNT01_VAR03 | Grenade Incoming | " | |||||||||||||||||||||||
73 | GLOBAL_GRENADE_INCOMING_SEQ01_SMGNT01_VAR04 | Grenade Incoming | " | |||||||||||||||||||||||
74 | GLOBAL_PROJECTILE_INCOMING_SEQ01_SMGNT01_VAR01 | Projectile Incoming | " | "projectile" - generic term | ||||||||||||||||||||||
75 | GLOBAL_PROJECTILE_INCOMING_SEQ01_SMGNT01_VAR02 | Projectile Incoming | " | |||||||||||||||||||||||
76 | GLOBAL_PROJECTILE_INCOMING_SEQ01_SMGNT01_VAR03 | Projectile Incoming | " | |||||||||||||||||||||||
77 | GLOBAL_PROJECTILE_INCOMING_SEQ01_SMGNT01_VAR04 | Projectile Incoming | " | |||||||||||||||||||||||
78 | Combat (projectiles) outgoing callout dialogue: | |||||||||||||||||||||||||
79 | Identifier | Bark Type | Context/Play Conditions | Line Text | Voice Notes/Tone | Character Count | Other Notes | |||||||||||||||||||
80 | GLOBAL_THROW_GRENADE_SEQ01_SMGNT01_VAR01 | Throwing Grenade | Line plays when the AI launches a grenade or projectile. The AI will call this line out to themselves and to other AI teammates to announce that that they're throwing a grenade or projectile. Serves to warn the player of an incoming projectile, giving them time to take cover or use a shield ability. | |||||||||||||||||||||||
81 | GLOBAL_THROW_GRENADE_SEQ01_SMGNT01_VAR02 | Throwing Grenade | " | |||||||||||||||||||||||
82 | GLOBAL_THROW_GRENADE_SEQ01_SMGNT01_VAR03 | Throwing Grenade | " | |||||||||||||||||||||||
83 | GLOBAL_THROW_GRENADE_SEQ01_SMGNT01_VAR04 | Throwing Grenade | " | |||||||||||||||||||||||
84 | GLOBAL_THROW_PROJECTILE_SEQ01_SMGNT01_VAR01 | Throwing Projectile | " | "projectile" - generic term | ||||||||||||||||||||||
85 | GLOBAL_THROW_PROJECTILE_SEQ01_SMGNT01_VAR02 | Throwing Projectile | " | |||||||||||||||||||||||
86 | GLOBAL_THROW_PROJECTILE_SEQ01_SMGNT01_VAR03 | Throwing Projectile | " | |||||||||||||||||||||||
87 | GLOBAL_THROW_PROJECTILE_SEQ01_SMGNT01_VAR04 | Throwing Projectile | " | |||||||||||||||||||||||
88 | GLOBAL_THROW_FLARE_SEQ01_SMGNT01_VAR01 | Firing Flare | Line plays when the AI launches a flare to indicate location when requesting aid/backup. The AI will call this line out to themselves and to other AI teammates to announce that that they're firing a flare. Serves to warn the player of the arrival of further reinforcements. | |||||||||||||||||||||||
89 | GLOBAL_THROW_FLARE_SEQ01_SMGNT01_VAR02 | Firing Flare | " | |||||||||||||||||||||||
90 | GLOBAL_THROW_FLARE_SEQ01_SMGNT01_VAR03 | Firing Flare | " | |||||||||||||||||||||||
91 | GLOBAL_THROW_FLARE_SEQ01_SMGNT01_VAR04 | Firing Flare | " | |||||||||||||||||||||||
92 | Allied AI death reaction dialogue: | |||||||||||||||||||||||||
93 | Identifier | Bark Type | Context/Play Conditions | Line Text | Voice Notes/Tone | Character Count | Other Notes | |||||||||||||||||||
94 | GLOBAL_ALLY_DOWN_SEQ01_SMGNT01_VAR01 | Ally Down | Line plays during combat - it is an ally down line. The AI will call this line out to themselves and other AI teammates when they see another allied AI die. Line lets player know they have successfully killed an enemy AI. Nearby AI squad members can respond to this line in a call and response behaviour routine. | |||||||||||||||||||||||
95 | GLOBAL_ALLY_DOWN_SEQ01_SMGNT01_VAR02 | Ally Down | " | |||||||||||||||||||||||
96 | GLOBAL_ALLY_DOWN_SEQ01_SMGNT01_VAR03 | Ally Down | " | |||||||||||||||||||||||
97 | GLOBAL_ALLY_DOWN_SEQ01_SMGNT01_VAR04 | Ally Down | " | |||||||||||||||||||||||
98 | GLOBAL_BODYFOUND_ALLY_SEQ01_SMGNT01_VAR01 | Ally Body | Line plays when AI finds another allied AI's dead body. The AI has discovered an ally's corpse and reacts accordingly,calling this line out to themselves and other nearby AI squad members to alert them of an ally's death. Nearby AI squad members can respond to this line in a call and response behaviour routine. | |||||||||||||||||||||||
99 | GLOBAL_BODYFOUND_ALLY_SEQ01_SMGNT01_VAR02 | Ally Body | " | |||||||||||||||||||||||
100 | GLOBAL_BODYFOUND_ALLY_SEQ01_SMGNT01_VAR03 | Ally Body | " |