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Player #8

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sofar opened this issue Nov 2, 2016 · 5 comments
Open

Player #8

sofar opened this issue Nov 2, 2016 · 5 comments
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@sofar
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sofar commented Nov 2, 2016

Describes player object requirements

  • inventory handling
  • armor
  • click, rightclick handling
  • player model enhancements
  • player skin model and character creation
@sofar sofar added this to the 1 milestone Nov 2, 2016
@sofar sofar mentioned this issue Nov 2, 2016
21 tasks
@sofar sofar added the WIP label Nov 2, 2016
@gaelysam
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What about a mesh that allows a (better aniamted) cape, and a hat, and long hair?

@sofar
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sofar commented Nov 10, 2016

I want to get to a model that's more like e.g. fallout, skyrim etc.:

  • You start with a base character skin, and get a choice of maybe 6 base skins at first login. These are 3 male, 3 female skins of characters that are in basic shorts/shirt/undergarments or something like that (no nudity but no armor value).
  • The tiered armor looks more like rugged leather outdoor clothing: no tin can stuff that's overly plain. Instead think more witched-like armor with metal accents, and still looks like you're wearing a shirt underneath.

I'm not against capes, but they're not very useful unless they're actually coats/cloaks. I'm not sure that will work well in a simple model yet.

I definitely like the idea of better hair in the model. We should pursue that.

@sofar
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sofar commented Jan 23, 2017

I've started implementing this.

  • player model is the same dimensions pixel wise as standard MT
  • player model has 5 texture layers:
    • skin (mostly skin and underwear, and a semi-bald head)
    • clothes and hair layer. (combinable layer - head parts will be owned by hair, and hair may overlay the back portion of the body. )
    • armor or outer clothes layer
    • one layer for wield cube
    • one texture for wielditems

I indend to make a character creator and give all players 3 basic garments. The character creator allows you to choose a skin tone and eyes for either a male or a female. You can also then choose a hair do. Then the player receives a shirt, basic pants and shoes, and these are equipped in specific slots.

There are further slots available for additional items. this is what the outer armor layer is for. I intend this to be for bracers, chest armor, kneepads or chaps, a thick leather coat, or perhaps a cap/hat. I want these armor items to be minimal, and not like 3d armor: they should expose large portions of the underlying clothes layer so you can see the shirt color of what is being worn.

The code currently does the wield item stuff properly and in 3rd person view you can see all the animations properly.

I think I now need to work on the inventory system since without it I can't do changing of clothes.

@sofar
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sofar commented Jan 23, 2017

I'm annoyed that there's no engine solution for player metadata and entity metadata.

I've merged a new sqlite db module, written from scratch, and I intend to use this to store all the metadata in that I need to persistently store.

That does mean that for now, atwt will require you to install lsqlite3. Anything else won't perform as well.

@sofar
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sofar commented Jan 24, 2017

I started work on a wardrobe. The wardrobe node provides a mirror image and allows the player to see themselves and try out new outfits and hairdo. It will also be part of the character creator when the player logs in the first time.

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