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Player #8
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What about a mesh that allows a (better aniamted) cape, and a hat, and long hair? |
I want to get to a model that's more like e.g. fallout, skyrim etc.:
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. |
I've started implementing this.
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. |
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. |
I started work on a |
Describes player object requirements
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