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Warcraft 3 mixed with Morrowind and Microsoft Speech?

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Is it possible to make a third person/first person (morrowind style) rts (warcraft 3)? For example, you control a "leader" like character. Your in a 3d third or first person view, and your wearing a headset (in real life) and you say "archer group 1, fire enemy group 2" and your archers will march and fire. Is this at all possible, and if so how hard is it, and how do you get started with it?

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This is a humongous objective. You'd probably need a team of dozens (or more) to get it done in a reasonable time frame of say, a few years. You'd also have to be willing to drop a ton of time into research beforehand, since despite the hype, voice recognition technology mostly still sucks. But that doesn't mean it's not a good idea. Just a difficult to implement one. Try programming a control system that JUST sends units to where you click, and you'll get an idea what I'm saying. The primary obstacles I see beyond the voice recognition stuff are naming and context problems. If it ever works, I want to play it.

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Well, there are several games that have a gameplay like that, altough commanding your teammates / underlings is done using keyboard shortcuts.

In all of these games, the npc's need a certain amount of intelligence on their own to make it playable, since you'll be quite slow giving out orders and getting an overview of the battlefield.

However, adding speech input seems like a good idea, and is quite likely doable, but there are a few problems to consider:
* The more complex speech commands get, the less reliable they get
* It's a localisation nightmare
* Only appealing to advanced players, since using speech commands needs a lot of training

Now, how "hard" would it be to pull it off?
Nobody has done it yet, but I'm sure lot's had that idea before. That's a pointer in the "hard" direction. ;)

I would get started by creating a prototype with some basic gameplay features (like sending troops from A to B) and then trying out how well speech commands work with that.
If it's good, continue adding features, complete the game and have it published.

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I'll be sure to let everyone know when it's done, lol, but I have a problem. I have no-where to host a website for a game, and all of my money is going into the game, not the website. Does anyone know of any good free webhosting programs with no-ads?

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Quote:
Original post by darkschool
I'll be sure to let everyone know when it's done, lol, but I have a problem. I have no-where to host a website for a game, and all of my money is going into the game, not the website. Does anyone know of any good free webhosting programs with no-ads?


If you plan to open source it, use
http://www.sourceforge.net

If not, why bother having a website at that early stage?

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Well, I want to release it as a commercial game possibly. It is going to be based off an engine of mine, so could I use sourceforge to put my open-source engine online, and have another website for the commercial game? I am actually thinking of making this game open-source, as a portfolio object...

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The problem is that people mumble, and having the computer interpret what you're trying to do could be disasterous. Most real people still have to say "huh?" from time to time.

"Unit 7, proceed to bloated mounatin" And what does Unit 7 do? Starts bathing in the gilded fountains! How annoying!

If you could get around that though, it'd still be really hard. You'd have to design a parsing system for the player to learn, unless you intend to teach the computer English. (Maybe Spanish, I hear English is hard to learn [wink]).

I don't know how natural you could make it. If you managed to solve all the problems though, a mixture of voice and mouse commands could be pretty cool.

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I didn't mean way ahead of yourself as in trying to make a game, I was referring to you trying to find a host/putting money into a project/trying to go commercial before doing proper research on topics like voice recognition(from the way your first post came out), doing prototyping(I guess you could have, but then I doubt you would have had to ask in the first place) completely on your own(I'm just guessing this part).

If you want my advice, do some prototyping, start an OS-project which might attract like-minded and give valuable feedback. Finally, having an OS-project doesn't prevent you from going commercial, you can still charge for game content while at the same time having a free open source engine (this technique is utilized by for example Nevrax who made the NeL engine which drives The Saga of Ryzom)

//edit: sorry for any blatant spelling/grammar errors or incoherant ramblings. My day/night cycle has been completely disrupted and my writing tends to get terrible when tired

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at the start of the game you could have a "Voice Command Customizer / Setup" program that prompts the user to say each of the available voice commands, then you associate their verbal response to that command...

then as long as they're not sick when they play the game(and their voice is all screwed up), their voice would sound the same and it would be more easily detected in the game??

maybe?

i remember a similar technology used for that damn Parrot you could install and talk to on the computer, you'd setup the commands to your voice, then it would work...and that was atleast 4 years ago?


you could even take it further and (say the game was for xbox and know how in halo/halo 2 you can make profiles?) players could make new profiles for their friends and associate their own voices to the commands per the profile

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Quote:
Original post by Numsgil
The problem is that people mumble, and having the computer interpret what you're trying to do could be disasterous. Most real people still have to say "huh?" from time to time.

"Unit 7, proceed to bloated mounatin" And what does Unit 7 do? Starts bathing in the gilded fountains! How annoying!

If you could get around that though, it'd still be really hard. You'd have to design a parsing system for the player to learn, unless you intend to teach the computer English. (Maybe Spanish, I hear English is hard to learn [wink]).

I don't know how natural you could make it. If you managed to solve all the problems though, a mixture of voice and mouse commands could be pretty cool.


If you could get around the speech interpreter problems, I don't think the syntax would be that difficult to do. "Group A attack enemy D" "Group B move G7" "Group C guard C4" "Group D fireball enemy A" "Group E patrol A4 B7". That isn't too much for the player to learn and is pretty encompassing of the standard commands for an RTS.

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My question is: Who would really want to use voice to control a game? All the pro players would rather be clicking their way through 500 actions per second, while most moderate players would have a hard time remebering all the commands (if it takes the keyboard twice over{modifier keys} to control things, what makes you think there are only going to be 10 void commands?)

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Quote:
Original post by Extrarius
My question is: Who would really want to use voice to control a game? All the pro players would rather be clicking their way through 500 actions per second, while most moderate players would have a hard time remebering all the commands (if it takes the keyboard twice over{modifier keys} to control things, what makes you think there are only going to be 10 void commands?)


I think the point was so you could control a general type character in first or third person view and fight along your troops while issuing them orders.

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