Like high str makes the char's arms looking more muscular
Agi - longer and stronger legs
Con makes the height taller
Int makes the head larger
Per - larger eyes
Cha- idk, maybe smilier face
Dex - larger hands?
Will - maybe more stern look by moving brows closer to each other
Psy - Idk, maybe eyes glowing in the dark
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Flyrella
- Posts: 430
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wonder-ass
- Posts: 2359
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Re: Variability of human shapes dependent on the attributes
i want to be a giant jorb. and have alts with massive heads and small bodies.
see homo sexuality trending,. do not do that.
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rhzk
- Posts: 289
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neeco
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- Location: Bat soup store
Re: Variability of human shapes dependent on the attributes
10/10
I've always wanted a snake for a penis.

I've always wanted a snake for a penis.

W9: Hermit
W10: LS of EoCity
W11: God King Emperor of the East [Retired]
W12: Wouldn't you like to know
W10: LS of EoCity
W11: God King Emperor of the East [Retired]
W12: Wouldn't you like to know
jorb wrote:The running server is the test server.
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Aceb
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Re: Variability of human shapes dependent on the attributes
As far as I recall, there was already a discussion about character size depending on stats but the response was that clothing wouldn't match characters and would have to be properly resized or something and that would looks like ugly or something. I'll try to link the post if I can find it in next 5 minutes.
Edit:
Edit:
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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wonder-ass
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Re: Variability of human shapes dependent on the attributes
tl;dr too much work.Aceb wrote:As far as I recall, there was already a discussion about character size depending on stats but the response was that clothing wouldn't match characters and would have to be properly resized or something and that would looks like ugly or something. I'll try to link the post if I can find it in next 5 minutes.
Edit: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.
see homo sexuality trending,. do not do that.
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loftar
- Posts: 9096
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Re: Variability of human shapes dependent on the attributes
More like, given the time that would be required for it, I think we have more important changes to make, and I think there's no dearth of people who would agree with that assessment. I would definitely enjoy working on it.wonder-ass wrote:tl;dr too much work.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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tehnox
- Posts: 13
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Re: Variability of human shapes dependent on the attributes
Flyrella wrote: Int makes the head larger
Per - larger eyes

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Fostik
- Posts: 2525
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- Location: EU
Re: Variability of human shapes dependent on the attributes
Is that high charisma, will, psy build?rhzk wrote:Or this: jorb.png
Known as zunzon. Contact discord: zunzon.
My experience of market building in W13
My experience of market building in W13
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jorb
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- Location: Here, there and everywhere.
Re: Variability of human shapes dependent on the attributes
Given how little screenspace the character occupies, I have to question how meaningful this would be. With a different camera, maybe.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose

