[project1dev] Re: Character creation

  • From: Chris Riccobono <crysalim@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 30 May 2009 20:37:14 -0700

That will be really helpful, to be able to use an already designed
npc, and then have random stuff on it.

On Sat, May 30, 2009 at 8:32 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
> the player will be able to customize their character, but it will just be
> using the underlying generic system of being able to make people.
>
> like everything you can do to your character (and probably a little more)
> will be available in the editor and in the scripts to customize any NPC (or
> randomly / partially randomly generate NPCs)
>
> That way we could say "generate 50 thieves" from script and kinda specify
> what's random and what isn't so they look like thieves but they all look
> different.
>
> Or, in the editor, someone could design an NPC who has an important role in
> the game and save it, so whenever the game wants to show that person it
> brings up their appearance from a file.
>
> And, lastly, the same system would be in charge of storing and generating
> the characters appearance, but we'd give the player an interface in game to
> set up their appearance in the intro.
>
>
> On Sat, May 30, 2009 at 8:25 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:
>>
>> Ah, I just misunderstood really, I thought the customization would
>> change your character appearance (like if you're muscular you need
>> muscles, but thieves wouldn't have them)
>>
>> But it sounds like, we will just have a character, and then the
>> clothes he wears will change?
>>
>> On Sat, May 30, 2009 at 8:20 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>> > the wizard was just an example about how if someone wanted to have a
>> > wizard
>> > in part of the game (like as an NPC) that they could create the wizard
>> > they
>> > wanted to create in the editor.
>> >
>> > sorry if i wasnt too clear, i have a good picture of this system in my
>> > head
>> > but probably explained it poorly hehe
>> >
>> > On Sat, May 30, 2009 at 8:18 PM, Chris Riccobono <crysalim@xxxxxxxxx>
>> > wrote:
>> >>
>> >> Is everyone wizard then? :P
>> >>
>> >> 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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