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Barks

Systemic, reactive dialogue.

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Barks are the short, reusable lines a character fires off in response to something happening in the moment: a discovery, a puzzle, a call to the player. They need to work standalone, survive being heard dozens of times without wearing out, and still sound like the character speaking them.

Deliver Us Mars

KeokeN Interactive  ·  systemic/reactive dialogue

Scanning

Kathy's reaction lines when scanning an object of interest. Written to cover a wide spread of tone — curious, clinical, delighted — without ever repeating the same beat twice.

TriggerLine
ScanWhat's this?
ScanInteresting.
ScanShould jot that down.
ScanNoted.
ScanFascinating...
ScanStrange.
ScanCurious.
ScanYou're going in my journal.

Puzzle Guidance

Lines that nudge the player through an environmental puzzle without breaking immersion by sounding like a tutorial. These need to read as Kathy thinking out loud, not the game explaining itself.

TriggerLine
GuidanceMaybe AYLA can reach that.
GuidanceThat won't work. I need to try something else.
GuidanceAYLA, can you get that?
GuidanceI need a splitter.
GuidanceOne down, one to go.
GuidanceI'm missing something, aren't I?

Locate / Rally

The same functional need — calling out to find the player — written across two different characters. Same job, same structure, but each voice lands differently: Sarah reads warmer and more direct, Isaac's use of Kathy's nickname gives his version more personality.

Sarah

TriggerLine
PositiveKat.
PositiveOver here.
PositiveYou coming?
NegativeCome on.
NegativeHurry up.

Isaac

TriggerLine
PositiveMoonbear.
PositiveOver here.
PositiveCome on!
NegativeMoonbear?
NegativeHurry up.