actually chris, i dont really think that was what he was saying, i think he was just saying we could build a wizard using the combinations, not that all wizards would look like... given that "classes" are fluid in the game and customizable, i dont really think having a set silhouette would work in this case. On Sat, May 30, 2009 at 10:20 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote: > Alan, I think the system you suggested fits best so far - I also > wanted to mention another point: > > For each class, we need to make sure the silhouette is recognizable. > This is important to distinguish players from each other at a glance. > So what I'm saying is, you need to be able to look at a wizard and > instantly know from his body type that he is a wizard, and that a > warrior is a warrior. > > It would probably be easiest to make a generic model for each class > type, and then customize that model with however you guys come up > with. > > On Sat, May 30, 2009 at 12:54 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > > "do that last" i mean last as part of this milestone. > > > > if we get a good generic system in like i was talking about, that will > set > > us up nicely for the future cause i bet within a couple of milestones the > > player will start interacting with other people, and if we have something > > that can bust out specific looking people easily, that would be really > nice > > not having to model and animate every single person. > > > > On Sat, May 30, 2009 at 12:52 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> > wrote: > >> > >> yeah definitely... > >> > >> but anyhow... we'll have to decide the details of how we want it to > work. > >> > >> We'll need to decide how we want to go about it before we actually do > the > >> character customization stuff probably but i say we do that last. > >> > >> That'll give me some time to code up the other stuff that's needed while > >> we think about this issue and keep it cookin in the back of our heads. > >> > >> my POV anyhow (: > >> > >> On Sat, May 30, 2009 at 12:45 PM, <figarus@xxxxxxxxx> wrote: > >>> > >>> Yep > >>> > >>> Sent via BlackBerry from T-Mobile > >>> > >>> ________________________________ > >>> From: Kent Petersen > >>> Date: Sat, 30 May 2009 12:45:29 -0700 > >>> To: <project1dev@xxxxxxxxxxxxx> > >>> Subject: [project1dev] Re: Character creation > >>> Couldn't we do a combination of 1 and 2. 1 for setting the type and > size > >>> of the npcs and 2 have the colorization for making more armor > appearances. > >>> We could even take advantage of alpha coloring to change the appearance > of > >>> the armors > >>> > >>> On Sat, May 30, 2009 at 12:42 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> > >>> wrote: > >>>> > >>>> i'm actually thinkin we'd be able to cook up some NPC's in script, but > >>>> we could also have a "character editor" in the editor that would let > you > >>>> tweak the values of character creation and save the settings which > could > >>>> then be called up in script. > >>>> > >>>> like you build the wizard in the editor by selecting gender, setting > >>>> body type stuff, hair color and style, eye color, face, the clothing > he's > >>>> wearing, items he's hold etc... > >>>> > >>>> then you'd save it as "Merlin" or whatever. > >>>> > >>>> In script, it would always call it up by name "Merlin" so that if you > >>>> wanted to, you could open it up in the editor, change the values (like > "hey > >>>> this face looks better on him") and then the whole game would be > updated > >>>> with the new art. > >>>> > >>>> The character would just be a special case of this where we provide an > >>>> interface to the player during the intro to set up the values that are > >>>> stored for the character's appearance. > >>>> > >>>> > >>>> On Sat, May 30, 2009 at 12:27 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> > >>>> wrote: > >>>>> > >>>>> ok so i have an alterior motive for bringing this up haha > >>>>> > >>>>> Basically what i'd like to do is make a system where we can have > >>>>> different looking people wearing different (or random) peices of > clothing > >>>>> and we can populate the world with them. > >>>>> > >>>>> So like... if you have a specific wizard guy you want in the game, > you > >>>>> would (via script or NPC settings for this NPC) > >>>>> 1) start with the male model > >>>>> 2) say it's extra tall and kind of skinny > >>>>> 3) choose a specific face from a collection of faces we have > >>>>> 4) pick the clothing you want him to wear (ie wizards_robe_purple and > >>>>> wizards_hat_purple) > >>>>> 5) attach an item to his hand (wizard_staff_red) > >>>>> > >>>>> and bam we have our appearance. > >>>>> > >>>>> Or, let's say you wanted a group of rabble for a scene where the > player > >>>>> was getting lynched > >>>>> > >>>>> you would say, for 20 people, do this: > >>>>> 1) choose a random gender > >>>>> 2) pick a random height and stalkyness from a range (ie if you want > >>>>> them to mostly be fatter and shorter - or you want the women to be > tall and > >>>>> skinny and the men short and fat you can do this) > >>>>> 3) choose randomly from a set of faces you want on these people > >>>>> 4) randomly select various items of clothing and colors of that > >>>>> clothing that would make sense for rablle to be wearing > >>>>> 5) randomly give some of them torches and pitch forks > >>>>> > >>>>> > >>>>> If we come up with a general case solution to the issues of character > >>>>> creation / item and armor fitting we can do some really cool stuff > >>>>> > >>>>> > >>>>> On Sat, May 30, 2009 at 12:20 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> > >>>>> wrote: > >>>>> > think about putting pants on a man model vs a woman. > >>>>> > > >>>>> > women have curvy hips so that would make the pants model need to be > >>>>> > different so the inside model doesnt poke through etc. > >>>>> > > >>>>> > we could make all the women look like men, or maybe all women wear > >>>>> > only dresses but there are other options too > >>>>> > > >>>>> > On Sat, May 30, 2009 at 12:17 PM, Kent Petersen <kentkmp@xxxxxxxxx > > > >>>>> > wrote: > >>>>> >> To make it easier you would just want to have the body and head > >>>>> >> types to > >>>>> >> keep similar dimensions > >>>>> >> > >>>>> >> On Sat, May 30, 2009 at 12:16 PM, Kent Petersen < > kentkmp@xxxxxxxxx> > >>>>> >> wrote: > >>>>> >>> > >>>>> >>> Helmets can just be attached to the head and remove the hair > model. > >>>>> >>> Body > >>>>> >>> armor could attach to the shoulders. I don't see it being more > >>>>> >>> complicated > >>>>> >>> than attaching a sword or shileld. > >>>>> >>> > >>>>> >>> On Sat, May 30, 2009 at 12:14 PM, eric drewes <figarus@xxxxxxxxx > > > >>>>> >>> wrote: > >>>>> >>>> > >>>>> >>>> yeah ive been thinking about it a lot... ff3 and most oldschool > >>>>> >>>> rpgs > >>>>> >>>> didnt change appearance based on armor but i think ti is awesome > >>>>> >>>> when it > >>>>> >>>> does but i dunno the headaches are worth it. maybe in the body > >>>>> >>>> types we > >>>>> >>>> just have like 10 different ones with different clothing that > the > >>>>> >>>> player can > >>>>> >>>> pick through and customize colors. then we could make more for > >>>>> >>>> NPC's, etc. > >>>>> >>>> > >>>>> >>>> i dunno what do you guys think > >>>>> >>>> > >>>>> >>>> On Sat, May 30, 2009 at 3:12 PM, Alan Wolfe < > alan.wolfe@xxxxxxxxx> > >>>>> >>>> wrote: > >>>>> >>>>> > >>>>> >>>>> Okies, sounds pretty good > >>>>> >>>>> > >>>>> >>>>> question though, when the player wears items / clothing / armor > >>>>> >>>>> is it > >>>>> >>>>> going to change their appearance? > >>>>> >>>>> > >>>>> >>>>> If so, we'll have to find a way to make "1 size fits all". > >>>>> >>>>> > >>>>> >>>>> The placement of shields etc will be easy cause we can > basically > >>>>> >>>>> attach it to the hand bone, whatever animation / player > settings > >>>>> >>>>> have > >>>>> >>>>> the hand bone placed as. > >>>>> >>>>> > >>>>> >>>>> But armor however or clothing working on different body sizes / > >>>>> >>>>> types > >>>>> >>>>> might be interesting.... > >>>>> >>>>> > >>>>> >>>>> any thoughts on that? > >>>>> >>>>> > >>>>> >>>>> On Sat, May 30, 2009 at 12:09 PM, <figarus@xxxxxxxxx> wrote: > >>>>> >>>>> > Yep, that's how I see it > >>>>> >>>>> > > >>>>> >>>>> > Sent via BlackBerry from T-Mobile > >>>>> >>>>> > > >>>>> >>>>> >________________________________ > >>>>> >>>>> > From: Kent Petersen > >>>>> >>>>> > Date: Sat, 30 May 2009 12:08:20 -0700 > >>>>> >>>>> > To: <project1dev@xxxxxxxxxxxxx> > >>>>> >>>>> > Subject: [project1dev] Re: Character creation > >>>>> >>>>> > I was thinking the player should be broken into multiple > >>>>> >>>>> > pieces. Hair, > >>>>> >>>>> > head, > >>>>> >>>>> > body, maybe another section. Then when you talk to the person > >>>>> >>>>> > it would > >>>>> >>>>> > ask, > >>>>> >>>>> > "are you male or female" then the body would appear male or > >>>>> >>>>> > female. > >>>>> >>>>> > Then if > >>>>> >>>>> > we wanted to do one more complicated we could have multiple > >>>>> >>>>> > body > >>>>> >>>>> > builds that > >>>>> >>>>> > you could toggle through. After that he would move on to the > >>>>> >>>>> > hair then > >>>>> >>>>> > head > >>>>> >>>>> > etc. Then when he was completely done you could go back and > >>>>> >>>>> > change > >>>>> >>>>> > your mind > >>>>> >>>>> > > >>>>> >>>>> > On Sat, May 30, 2009 at 11:26 AM, Alan Wolfe > >>>>> >>>>> > <alan.wolfe@xxxxxxxxx> > >>>>> >>>>> > wrote: > >>>>> >>>>> >> > >>>>> >>>>> >> Hey Guys! > >>>>> >>>>> >> > >>>>> >>>>> >> Since we are building the area where you set up your > >>>>> >>>>> >> appearance i > >>>>> >>>>> >> wanted to start a thread on character creation. > >>>>> >>>>> >> > >>>>> >>>>> >> To Eric: what did you have in mind? > >>>>> >>>>> >> > >>>>> >>>>> >> To everyone else: what kind of ideas do you guys have for > how > >>>>> >>>>> >> it > >>>>> >>>>> >> should > >>>>> >>>>> >> work? > >>>>> >>>>> >> > >>>>> >>>>> >> I have some ideas of my own based on tech stuff but i don't > >>>>> >>>>> >> want to > >>>>> >>>>> >> skew > >>>>> >>>>> >> it (: > >>>>> >>>>> >> > >>>>> >>>>> > > >>>>> >>>>> > > >>>>> >>>>> > >>>>> >>>> > >>>>> >>> > >>>>> >> > >>>>> >> > >>>>> > > >>>>> > >>>> > >>> > >> > > > > > >