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Character models in L2

Posted: Fri Sep 14, 2007 11:08 am
by Colicedus
I think this is a good question, and it should be asked.
Lugaru 2 is going to be a step up from Lugaru: the rabbits foot, by Game play and Graphical standards.

In Lugaru: The rabbits foot, the Characters/toons/avatars/modles/whatever you call them were all the same model. The woman had a darkened shade to represent a bit of... what all females have, and humans women have on there chests.

I was wondering if the all mighty David, lord and god of the Island of lugaru, is going to make another model for the female characters, or simply alter the model with a selection of proportion gauges on a GUI box?

also, will we have flabby and brawny rabbits, and (Knowing that there was some statistical data in L1) will there be slight model/body changes to the character depending on Stats and (should food be a part of the game) diet ?

Posted: Fri Sep 14, 2007 2:28 pm
by invertin
Lol. Nice title.

I imagine David would use different models, from the looks of thinks he's going for detail and stuffs so using a different model would make more sense.

It would be cool if your voice changed ever so slightly aswell. As you get stronger, you're squeaks get slightly more "Grar I'm a killer rabbit" sounding that "Squeak imma rabit."

Posted: Fri Sep 14, 2007 6:45 pm
by Ultimatum479
From what he's shown us of the engine's capabilities so far (what stands out specifically in my mind is the animation of the wolf's changing facial features as representative of its mood), multiple models shouldn't be an issue in terms of the game being able to handle it. Of course, designing more models still does take more time, so it depends on how easy the process is.

Posted: Fri Sep 14, 2007 7:44 pm
by wormguy
Fixed the spelling.

I like the idea of subtle changes to your character to reflect your growth, but that might be asking a bit much.

Posted: Fri Sep 14, 2007 10:01 pm
by David
Ultimatum479 wrote:From what he's shown us of the engine's capabilities so far (what stands out specifically in my mind is the animation of the wolf's changing facial features as representative of its mood), multiple models shouldn't be an issue in terms of the game being able to handle it. Of course, designing more models still does take more time, so it depends on how easy the process is.
I would probably use the same tech that I use for the face animation: blending between multiple versions of the same model. I can have neutral, fat, strong, female, and child versions of each model, and blend between these shapes to create each character (and probably a few more for facial features).

Posted: Fri Sep 14, 2007 10:52 pm
by Colicedus
Would you like to show us God? I mean David?