no there are just skillsets that you can pick from and you sort of create your own class, but there aren't official classes with set skillsets/perks. its all fluid and customizable On Sat, May 30, 2009 at 11:19 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > yeah that's not what i meant, i was just proposing a generic system for > being able to create people that looked different but allowing them to share > assets > > > On Sat, May 30, 2009 at 8:17 PM, eric drewes <figarus@xxxxxxxxx> wrote: > >> there are no classes >> >> >> On Sat, May 30, 2009 at 11:16 PM, Chris Riccobono <crysalim@xxxxxxxxx>wrote: >> >>> I misunderstood you then, I thought you wanted the customization to >>> differ based on class? >>> >>> 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 (: >>> >> >>>>> >>>>> >> >>> >> >>>>> >>>>> > >>> >> >>>>> >>>>> > >>> >> >>>>> >>>>> >>> >> >>>>> >>>> >>> >> >>>>> >>> >>> >> >>>>> >> >>> >> >>>>> >> >>> >> >>>>> > >>> >> >>>>> >>> >> >>>> >>> >> >>> >>> >> >> >>> >> > >>> >> > >>> >> >>> > >>> > >>> >>> >> >