Author Topic: Character Customization - Assets that make the players look groovy'  (Read 957 times)

Offline atrblizzard

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Hello everyone,

As some of you may know, where are getting a lot of help offering from various modelers, however as of this point, currently in an odd position to not having any tasks to hand out. There's a lot of interest for us to invest in the character creation field, however we are nowhere near having the proper formula on how to proceed with the asset creation pipeline, as we like to avoid any work being done for granted.

As of now, this is going to be nothing more than a "simple" idea I wish to discuss with the community. The basic concept of the character customization is this: the player will be able to "wear" any clothing but keep in mind they have to be done in a the matter of having the meshes fit the player. Models can be done from hats to outfits to minuscule visual artifacts like ear rings and hair pieces.

One of our main attention for its use would be to integrate the UMA framework (Unity Multipurpose Avatar), which allows us to add any player morph customization at almost no performance cost or overhead. It also allows us to use any clothing variations to be affected with the player's morph settings, without worrying about the outfit not fitting the player.

A preview of UMA can be found at: https://www.youtube.com/watch?v=Q0cyN7k1zww

Since we strongly believe character customization is an important aspect of today's expectation in role playing games, allowing the player to use different outfits and customize namely any aspect of the visual representation of the player, albeit we cannot bring this feature without your help. Since nothing really is laid down yet in regards of this, we consider it'd be great for the community to provide with proper feedback and ideas on how to approach this.

As always, we try to listen to any feedback or to communicate with any modeler willing to lend a help, however we cannot expect to get through each request without proper passion, which simply means, if you have the skills and you wish to make this true, don't hesitate to lend us your help, but also means to show some initiative.

Your help is truly appreciated.

Offline Seraph

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Re: Character Customization - Assets that make the players look groovy'
« Reply #1 on: June 14, 2014, 10:25:14 pm »
You covered quite a few of my coming suggestions but i'd like to add them for measure  8)

allow the players to choose the color of whatever you add to customizing, such as most clothing, hair, eyes, possibly even a weapon customization area at the pawnshop or a special weapons manufacturer, a variety of pants, skirts, dresses, shirts, jackets, rings, ear rings, nose rings, belly rings, scars, sun glasses, hats, shoes.

just some basic suggestions, i want to help as much as i can and make it the best possible Vampire!!

« Last Edit: June 14, 2014, 10:27:13 pm by Seraph »
Death comes in many forms, Life is one
- Ŧϕrƺɑɗσſ ۩ Ѕзгαρⱨ

Offline Saulot

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Re: Character Customization - Assets that make the players look groovy'
« Reply #2 on: June 15, 2014, 05:47:16 am »
It sounds like the proper idea is in place for customization of characters. I do not believe that any of the games based around
the World of Darkness series has ever had any real customization, I remember playing V:tM Redemption and you had very few
choices of equipment.

The preview of UMA seems like it would be a great way to provide the community with the customization of most modern RPG's,
mmo's or single-player. The only real feedback to give would be ensure that players would be able to update their look often
enough to feel the changes through different tiers without looking progressively worse, like with the original Malkavian character
skin.
Thus, I set down my true visions that I may remember and keep to the Path I have chosen. Only one of us all shall know the truth and this shall be my shield and my spear. Most exalted shall I be in the time of the Final Days.

Offline atrblizzard

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Re: Character Customization - Assets that make the players look groovy'
« Reply #3 on: June 16, 2014, 10:40:02 pm »
Agreed, we do want to keep the original clan specific looks and other appearance, for example Malkavians resort more to skimpy and provoking outfits, and uniforms, while Nosferatus resort more to undergarments because they aren't ashamed of their hideous deformity.

The way customization is being handles is in 3 major parts: head, torso and legs. Other minor parts will build up the rest, such cosmetic items like hats, glasses, even stuff like watches and other overlay to further customize them. Having the option to use different colors on the outfit along with custom textures can further increase the choices. In the end it makes sense for such a game to have such a powerful way to customize it, but in the end it still has to make sense for the clan. It'll be up to the modders and modelers to bring in life more items. Exchanging contents between the community is also going to be an option which we'll strongly support. Models that make sense within the realm might get accepted into being part of the main game.

Offline Saulot

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Re: Character Customization - Assets that make the players look groovy'
« Reply #4 on: June 20, 2014, 04:02:20 am »
It sounds like your team knows what to do than. Speaking for myself, I was always comfortable with previous iterations
of any of the games so these added bonuses for customization will make the game that much better.
Thus, I set down my true visions that I may remember and keep to the Path I have chosen. Only one of us all shall know the truth and this shall be my shield and my spear. Most exalted shall I be in the time of the Final Days.

Offline Darkfury

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Re: Character Customization - Assets that make the players look groovy'
« Reply #5 on: July 09, 2014, 10:15:45 pm »
well that's quite ambitious approach. So far as I think it might be worth a try to have something more original than hundreds of heads and torsos and legs to chose from.

Simply put it : Let's make models look according to the Apperiance level, i did a skech of this system, but i did stuck with technical
things. But As far as i can imagine it should be possible.

Idea is to make apperiance dictate how close figure or face is to the canon.
that's the first layer.

Second layer will be Strenght value which will add a visible muscles to the figure.

third will be High and Weight set up by player and Race.

And last, cosmetics adds i think should depend on some history of character, or a simply put Place of Birth.
So to have a scar on your'e face - firs you have to earn it in some background story of your character.

I think that making a good character is more about  fell alike choices, not really milions of no matter choices (just visual ones but with no meaning)
Bear that in mind I would like to have some options like for example to have some story as a mortal.

Friends , family , or enemies. Base actually in the very step of creation of character.
so that will actually will have some influence on story. Not only in penalties and some extra points here and there.
  Anyway i think that what Troika people have try to achive.


 

Offline ivan4041

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Re: Character Customization - Assets that make the players look groovy'
« Reply #6 on: August 13, 2014, 12:39:13 am »

Simply put it : Let's make models look according to the Apperiance level, i did a skech of this system, but i did stuck with technical
things. But As far as i can imagine it should be possible.
 

I can get behind that. Your muscle and bone structure can and maybe should (though it's not canon) be compared to the character's Strength and Appearance. For example I have 2 Appearance and my guy can be short and pudgy, or tall and skinny, and any other variation. Once I put points in Appearance or Strength a pop-up should ask me whether I want to update my model (not my face). In this game appearance should matter and should be reflected so I think this limiting mechanic should be implemented.

In any other case - clothes, accessories, if it fits, it should be ok.

The face should be different according to the clan and nothing else. It's the thing the players associate most with and should not be changed in the course of gameplay. Also I have to ask, do you plan on making new hairstyles, eyes, noses etc? I imagine that choosig and combining presets would be preferable to adjusting sliders, but maybe that's just me.

Offline atrblizzard

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Re: Character Customization - Assets that make the players look groovy'
« Reply #7 on: August 18, 2014, 06:15:34 pm »
That's a high possibility, for the Appearance and Strength points to affect the visual appearance on the player if its allowed by the player. Not to mention with alterations of muscle visibility, since a lot can be done with normal maps.

As for new appearance parts and outfits, it's in the plans, but it will be implemented only at a later stage. If anyone is willing to contribute with models that fit the WOD universe, they have my blessing and my greenlight to have them implemented. In short, there will be, but only in the distant future.

I have to agree, the way you develop your character is what you will remain with til the end of the game. What you will be able to customize during the game are your outfits and hair style. Everything else will be additive, based on your initial points and settings. You create the character, including the use of presets and sliders at the beginning of the game, but after that any physical changes are done through those two skill points mentioned above.