Visualisation of character attribute and a bit of a feature

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Visualisation of character attribute and a bit of a feat

Postby jorb » Wed Feb 21, 2018 8:10 pm

Granger wrote:I think this should be done at some point, possibly when they decide to switch to actually rigged entities (instead of the current mesh animations).


I'm not sure what you are imagining, but both characters and (most) animals are rigged. That doesn't make it much easier.
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Re: Visualisation of character attribute and a bit of a feat

Postby Ysh » Wed Feb 21, 2018 8:16 pm

jorb wrote:animals are rigged

I have always suspect this. Thank for confirmation.
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Re: Visualisation of character attribute and a bit of a feat

Postby Granger » Wed Feb 21, 2018 11:05 pm

jorb wrote:
Granger wrote:I think this should be done at some point, possibly when they decide to switch to actually rigged entities (instead of the current mesh animations).


I'm not sure what you are imagining, but both characters and (most) animals are rigged. That doesn't make it much easier.

Some movements looked somewhat boneless to me, so I suspected them to be missing. I stand corrected.
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Re: Visualisation of character attribute and a bit of a feat

Postby abt79 » Thu Feb 22, 2018 1:16 am

tbh charisma should affect cock/tit size

or maybe that should be the use for will[y]?? :?
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Re: Visualisation of character attribute and a bit of a feat

Postby Burinn » Thu Feb 22, 2018 1:17 am

You should be required to send Jorbtar a comprehensive medical analysis to determine your stats in game.
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Re: Visualisation of character attribute and a bit of a feat

Postby loftar » Thu Feb 22, 2018 2:01 am

I'd absolutely love for the player model to be flexible in various ways, be it customized as part of character creation or a reflection of values. If anything, I'd also like to have several different "base" player models that can be chosen between like choosing hairs, but as Jorb says, it's all a fairly big deal. It would probably not be overly difficult to implement technically, but getting everything to work together graphically is the challenge, like getting the different meshes that come from clothes to fit properly and not bleed into each other, and getting animations for character models of different sizes to fit equipment like roastspits or wine presses, and stuff like that. Not really sure how to solve that in a way that doesn't require manually crafted combinatorial resources.
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