[project1dev] Re: Character creation

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 30 May 2009 20:12:51 -0700

yeah, i was just giving an example of what we could do if we make the
"clothing fitting" problem have a generic solution

On Sat, May 30, 2009 at 8:10 PM, eric drewes <figarus@xxxxxxxxx> wrote:

> 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 (:
>> >>>>> >>>>> >>
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