[project1dev] Re: Character creation

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 30 May 2009 23:21:14 -0400

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

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