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DarkTwinkie wrote:We've been playing around with character customization already as we're building the core system for model creation. We started with a bunch of customizable slots on the character and found that in an isometric/top down view, most of the details get lost very easily. One element that helps us quite a bit is the character portraits. You'll be able to select from many portraits and also import your own. We will have enough slots to give enough choice in gameplay, but not as many as you'd find in a fantasy based game, like WoW. Does a leather strip around your wrist really help you survive the wastelands better? Probably not.
I've been following the armor discussion as well. I tend to agree that having everyone look like space rangers at the end of games can be a bit distracting. We are looking into designing into the world some additional paths beyond simply "bulky is always better". There are some interesting groups in the world working on different technologies. It is possible to get strong but thin materials.
Chris Keenan
DarkTwinkie wrote:We've been playing around with character customization already as we're building the core system for model creation. We started with a bunch of customizable slots on the character and found that in an isometric/top down view, most of the details get lost very easily. One element that helps us quite a bit is the character portraits. You'll be able to select from many portraits and also import your own. We will have enough slots to give enough choice in gameplay, but not as many as you'd find in a fantasy based game, like WoW. Does a leather strip around your wrist really help you survive the wastelands better? Probably not.
I've been following the armor discussion as well. I tend to agree that having everyone look like space rangers at the end of games can be a bit distracting. We are looking into designing into the world some additional paths beyond simply "bulky is always better". There are some interesting groups in the world working on different technologies. It is possible to get strong but thin materials.
Chris Keenan
Woolfe wrote:Any chance of them being animated like in the original
I dunno... Planescape had animated avatars and it was pretty cool; however, I don't think I'd want close-up cgi heads running Perlin Noise.ButchinMelancholy wrote:Woolfe wrote:Any chance of them being animated like in the original
I would prefer not, as all the rest will be animated this time. ^^
Just classy poses.
Gizmo wrote: Planescape had animated avatars and it was pretty cool; however, I don't think I'd want close-up cgi heads running Perlin Noise.
Zombra wrote:Canageek wrote:What if we *want* to create a team of walking tanks, despite there being other options? Why should the existence of other options remove the ability of me to add on a fighter-nosecone sharksteeth decal to my armour?
It absolutely shouldn't, but dev resources are limited. If it's a choice between customizable characters (height, body type, hair color) and customizable armor, I'll go with characters every time.
Of course it would be fantastic if we had both!
TΛPETRVE wrote:Personally, I'd love comic book-style portraits with simple 3 frame animations to shift between facial expressions. Just as a quirky retro element.
What about supporting animated Gifs as avatars ~like Baldur's Gate, but with Gifs ~or better yet MNGs.DarkTwinkie wrote:We love the idea of having simple animations on the portraits, similar to the original, but as with everything there is a cost. If we animate them, even with a nice simple 3 frame animation, it cuts down the number of portraits we can have in the game quite a bit. We'll continue to explore this as we build out more assets.

DarkTwinkie wrote:We love the idea of having simple animations on the portraits, similar to the original, but as with everything there is a cost. If we animate them, even with a nice simple 3 frame animation, it cuts down the number of portraits we can have in the game quite a bit. We'll continue to explore this as we build out more assets.
Drool wrote:Apropos of nothing, but...
As perhaps an unlockable once the game is beat, it would be cool if the selectable avatar list would also include monster portraits (assuming they have them). I think it'd be neat to play as a Jerk. Or an octotron.

Gizmo wrote:What about supporting animated Gifs as avatars ~like Baldur's Gate, but with Gifs ~or better yet MNGs.DarkTwinkie wrote:We love the idea of having simple animations on the portraits, similar to the original, but as with everything there is a cost. If we animate them, even with a nice simple 3 frame animation, it cuts down the number of portraits we can have in the game quite a bit. We'll continue to explore this as we build out more assets.
Given the dimensions, a library of portraits could popup over the weekend; certainly after a month.
Looks just as good. There is a free APNG assembler on Sourceforge too; and an online APNG assembler.Canageek wrote:APNG support is far easier to implement as I understand it; MNG is rather tricky, which is why it never caught on.
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