Some Ideas I had laying around!
Apr 11, 2015 10:29:54 GMT -5
Post by Onyxoasis on Apr 11, 2015 10:29:54 GMT -5
Options for the character creator:
Fur length presets: Adjusts length of overall fur. I see tufts are options, but perhaps you could get 3 different textures, and adjust the polys of the model (more slender for shorts hair, fluffier for longer hair).
Burned/scarred skin: Having say, an underbelly, legs, flanks, have branching scare marks (symmetrical, as the creator requires)
Patchy hair: Skin exposed due to mange or other ecto-parasites. Possibly genetic condition, if you don't like the sound of bugs.
Ear Girth/Size: A Slider to modify the girth and the size of the ear. Slightly scales polygons with a vertical y lift. Should add some more depth the the creator so long as the animations are not bothered due to this. If your ears are separate objects however, it should give you to much of an issue. Then again, I don't have the model in front of me.
Eye Set: Adjust the width of the eyes, or have preset eye widths. Ex. Far left being close set, far right being wide set.
Choose Animations: Choose out of a few animations you would like to use when attacking, growling, idling. This is to increase the variety in the wolves.
(Has been requested before) Unique growl: Allows users to choose from a set of growls. Growls can include, vicious deep ones, light and barky ones, throaty and raspy ones. The modified sounds can be made by using sounds of wolves from different parts of the country, or modifying one sound. Set the chosen growl to a reference variable, and a growl need to be played, refer to that variable, instead of the specific file.
Snout Slenderness: Adjusts the length and slenderness of snout.
Leg length/girth: Adjusts how thick or long the legs would be.
Here is an example, This would would be created by making the ear slider large, long leg length, long fur, slender snout.
Ideas to improve the creator:
-Have a personal creation bank for each player, where they can save creation without having to link it to their characters. Or have a public character bank where people can store their creations and allow others to use them.
-Modify the body build during the game. If a wolf is without food, modify the body to be more slender. The opposite will occur for a wolf that is well fed.
-Fully interactive creator. Ex. Zoom in, Zoom out, Middle mouse button swivels camera, click on eyes and the eye slider appear, etc.
-Option to import textures to a texture bank, to be approved to by admins. Allows users to continue to submit markings even after release.
-Option to preview character in a variety of actions, or let them happen as you create the character.
-Option to randomize features. This is an easy enough option. Values usually assigned by the sliders or by the preset option will be assigned randomly. This is easly done by creating a randome object:
You could then follow up with a switch statement that will take the assigned value and test it for certain values:
switch(eyeColor)
{
case 1:
(change object texture to whatever color);
break;
}
And so forth for each case (value).
Assuming this will be coded in C#
Fur length presets: Adjusts length of overall fur. I see tufts are options, but perhaps you could get 3 different textures, and adjust the polys of the model (more slender for shorts hair, fluffier for longer hair).
Burned/scarred skin: Having say, an underbelly, legs, flanks, have branching scare marks (symmetrical, as the creator requires)
Patchy hair: Skin exposed due to mange or other ecto-parasites. Possibly genetic condition, if you don't like the sound of bugs.
{Spoiler}
Ear Girth/Size: A Slider to modify the girth and the size of the ear. Slightly scales polygons with a vertical y lift. Should add some more depth the the creator so long as the animations are not bothered due to this. If your ears are separate objects however, it should give you to much of an issue. Then again, I don't have the model in front of me.
Eye Set: Adjust the width of the eyes, or have preset eye widths. Ex. Far left being close set, far right being wide set.
Choose Animations: Choose out of a few animations you would like to use when attacking, growling, idling. This is to increase the variety in the wolves.
(Has been requested before) Unique growl: Allows users to choose from a set of growls. Growls can include, vicious deep ones, light and barky ones, throaty and raspy ones. The modified sounds can be made by using sounds of wolves from different parts of the country, or modifying one sound. Set the chosen growl to a reference variable, and a growl need to be played, refer to that variable, instead of the specific file.
Snout Slenderness: Adjusts the length and slenderness of snout.
Leg length/girth: Adjusts how thick or long the legs would be.
Here is an example, This would would be created by making the ear slider large, long leg length, long fur, slender snout.
{Spoiler}
Ideas to improve the creator:
-Have a personal creation bank for each player, where they can save creation without having to link it to their characters. Or have a public character bank where people can store their creations and allow others to use them.
-Modify the body build during the game. If a wolf is without food, modify the body to be more slender. The opposite will occur for a wolf that is well fed.
-Fully interactive creator. Ex. Zoom in, Zoom out, Middle mouse button swivels camera, click on eyes and the eye slider appear, etc.
-Option to import textures to a texture bank, to be approved to by admins. Allows users to continue to submit markings even after release.
-Option to preview character in a variety of actions, or let them happen as you create the character.
-Option to randomize features. This is an easy enough option. Values usually assigned by the sliders or by the preset option will be assigned randomly. This is easly done by creating a randome object:
Random random = new Rand();
int randomPreset = random.Next(1,12);(Will generate a random value between 1 and 12)
eyeColor = randomPreset
int randomPreset = random.Next(1,12);(Will generate a random value between 1 and 12)
eyeColor = randomPreset
You could then follow up with a switch statement that will take the assigned value and test it for certain values:
switch(eyeColor)
{
case 1:
(change object texture to whatever color);
break;
}
And so forth for each case (value).
Assuming this will be coded in C#