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(Re: King’s Quest Online)
Ok – I’ve got something else for you guys to look at and give feedback
on. A few days ago I showed you guys the races and classes the game will
have. Today, in addition to revealing the pitch for the game (which in
my opinion isn’t all that interesting), I’m revealing the character
creation process. I’ve been working on this one for a couple of days
trying to come up with the entire creation process step by step and it’s
finally finished. All I can say is thank god for modular design docs!
Otherwise this whole thing would have been a total headache. 😉
Anyway, here it is. As always, your feedback and suggestions/critiques
are greatly appreciated.
-David Reese
lordcorenair@netscape.net
——————
3.0 Character Creation
When starting the game for the first time, the player will automatically
be taken to Character Creation. During the phase of the game, the player
will be able to select the race, class, and defining attributes of their
online persona along with the personas name. At the beginning of the
game, players will only have one character slot to utilize, but as they
progress in the game, they will be able to unlock other character slots
and race/class/attribute combinations by collecting special items and
doing certain quests.
3.1 Step 1 Race Selection
The first step in creating a new character is selecting the race of the
character. The different races are displayed as generic character models
(these models are models of the specific races and do not have any class
attributes). The models will be lined up side by side. When the player
clicks on one of the models, the text box area underneath the models
displays information about that particular race (See section 7.0 (Races)
for the descriptions of the races that should appear here). To select
the race as the race of the character to be created, the player clicks
on the button labeled Next to proceed to the next step in the process.
If he/she changes their mind, they can click on the button labeled
Back to return to the last area they were at (Main Menu or whatever.)
3.2 Step 2 Class Selection
The second step in creating a new character is selecting the class of
the character. The different classes are displayed using models of the
race the player selected in Step 1. Each class has a unique look. The
class models are displayed side by side in the same fashion as the race
models were displayed in Step 1. When a player clicks on one of the
models, the text box area underneath the models displays information
about that particular class (See section 8.0 (Classes) for the
descriptions of the classes that should appear here). To select the
class as the class of the character to be created, the player clicks the
button labeled Next to proceed to the next step in the process. If
he/she changes their mind, they can click on the button labeled Back
to return to Step 1.
3.3 Step 3 Physical Appearance
The third step in creating a new character is adjusting the physical
appearance of the character. The character model depicting the
race/class of the character is displayed in the center of the screen
with highlighted areas representing areas that can be customized.
Clicking on one of the highlighted areas brings up a UI element for that
particular customization area. Once the player has finished adjusting
the physical appearance of the character, he/she clicks the button
labeled Next to proceed to the next step in the process. If he/she
changes their mind, they can click on the button labeled Back: to
return to Step 2.
3.3.1 Height/Weight
To adjust the height and/or weight of the character, the player clicks
on either the right/left arrows below the character model to adjust the
weight or the up/down arrows to adjust the height. Players can hold down
the left mouse button while clicking one of the arrows to change the
associated value by a major amount or by left clicking on the arrow to
make a minor change to the associated value.
3.3.2 Head
To adjust properties such as hair/eye color and other facial features,
the player clicks on the models head. This zooms the camera in to show
only the characters head. A UI interface will appear that allows players
to tweak assorted properties. Once the player is satisfied with their
changes, they click the button labeled Done that is located at the
bottom of the UI interface.
3.3.2.1 Head Modification UI
The Head Modification UI will appear to the left of the character
models head and will fade in when it appears. When the player leaves
the modification, the UI will fade out.
3.3.2.1.1 Eye Color
The eye color property is represented in the UI as a label Eye Color:
with a slider bar underneath the label. Next to the Eye Color: label
is a label that specifies the current color. To change the eye color,
players left click and drag the slider either left or right, which
causes the eye color on the character model and the color name label to
change accordingly.
3.3.2.1.2 Hair/Fur Color
The hair color property is represented in the UI as a label Hair
Color: with a slider bar underneath the label. Next to the Hair
Color: label is a label that specifies the current color. To change the
hair color, players left click and drag the slider either left or right,
which causes the hair color on the character model and the color name
label to change accordingly.
3.3.2.1.3 Hair/Fur Style
The hair style property is represented in the UI as a label Hair
Style:, a label that specifies the current hair style, and a collection
of icons depicting assorted hair styles that pertain to the race and
class of the character. There is also a left arrow and a right arrow
that will appear at either end of the icon row to depict there are more
icons to choose from. To scroll the row, players click either the right
arrow or the left arrow. To select a hair style, players click on the
icon of the hair style they want. The character model and hair style
name label will change accordingly.
3.3.2.1.4 Head Accessories
The Head Accessories property is represented in the UI as a label
Accessories:. A label that specifies the current accessory, and a
collection of icons depicting assorted accessories that can be worn on
the character head (hats, earrings, etc). There is also a left arrow and
a right arrow that will appear at either end of the icon row to depict
there are more icons to choose from. To scroll the row, players click on
either the right arrow or the left arrow. To select an accessory,
players click on the icon of the accessory they want. The character
model and accessory name label will change accordingly. Players may
choose up to two Head Accessories, so there are two Head Accessory UI
elements. Also
***CONTINUED***