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