One thing that I will be doing with the Mondestia site is allowing a great deal of variety for displaying the characters in the game. This will include the player avatar, the heroes for Dungeon Escape, and the NPCs found in the various games.
Rather than having to select from a range of pre determined graphical images, all characters will be drawn like the various ‘dress up’ dolls and avatars found on the web. This means that there will be a base image, and then clothes and equipment are layered on top of that image.
The whole process is very straightforward, but planning ahead is essential. For example, if I was to offer a single pose (and facing) and body type for male and female, then the layered clothing is easily done. Create a single image for each piece of clothing for each sex (two if it wraps behind the character) and we’re done.
The complexity and planning comes in when you offer more poses, more facing directions, and more body types. The body types having the greatest impact.
Now, for each item you want, you need the following number of images:
race * sex * bodytype * pose * facing
So if we had the following options:
- Race : Human
- Sex: Male, Female
- Body Type: Standard, Thin, Heavy
- Pose: Standing, Sitting, Combat
- Facing: Forwards, Left, Right, Backwards
This would mean for each piece of clothing that could be worn by both sexes, I would need 72 images. If I added another race that could also wear the same clothing, that would be another 72 images, and so on.
If I took the easy route and only allowed characters to stand up, and had just one body type, that would drop to 8 images per race (16 if I had a fighting stance as well). Certainy more manageable, but is it varied enough?
Top down RPGs usually have simple graphics for characters. A walk cycle of three frames, the centre one doubling up as the ’standing still’ frame, a total of 12 images per character with animation. The combat system usually has a completely different, static image of the character which is usually larger and much more detailed.
Characters are rarely shown sitting down, the only other pose being a dead, or prone pose (rarely for heroes, usually random townsfolk or guards).
Taking this view, and incorporating the combat stance in the same system, I could limit the poses for each race to:
- Sex: Male, Female
- Body Type: Standard
- Pose: Standing, Combat
- Facing: Forwards, Left, Right, Backwards
This would give me 16 poses for each item for each race. Not too bad, definitely manageable, but is it enough? The last thing I want to do is decide later on that I want a sitting pose and have to go back and do new graphics for every item already designed, meaning that the new pose cannot be used until the graphics are complete. On the other hand, I don’t want to spend time creating a whole bunch of images that I’ll never use.
As an aside, the standard body type works really well for anime style graphics where all people are pretty much the same, however it doesn’t allow for the huge brutish warriors. Also, although they are unlikely to try to wear the same clothes as smaller body type characters, they may well want to equip the same weapons.
At the end of the day, it will come down to making a decision on the poses that will be available in the games, and sticking to it. A little time spent roughing out the design for the other games I have in mind (the RPG being the main one) and what poses I think will be needed.