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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 note that certain accessories such as hats will give the
>player a hat as part of their starting equipment and does not make the
>accessory a permanent part of the character model. Players can remove
>and/or change accessories in game by purchasing new ones from merchants.
>
>
>3.3.3 Clothes
>
>To adjust properties such as what the character model is wearing when
>they start the game, the player clicks on the models body. 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.
>
>3.3.3.1 Body Modification UI
>
>The Body 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.
>
>3.3.3.1.1 Clothing Type
>
>The clothing type property is represented in the UI as a label Clothing
>Type:, a label that specifies the current clothing type, and a
>collection of icons depicting assorted types of clothes 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 clothing type,
>players click on the icon of the clothes they want. The character model
>and clothing type name label will change accordingly.
>
>3.3.3.1.2 Clothing Color
>
>The clothing color property is represented in the UI as a label Color:
>with a slider bar underneath the label. Next to the Color: label is a
>label that specifies the current color. To change the clothing color,
>players left click and drag the slider either left or right, which
>causes the color of the clothes on the character model and the color
>name label to change accordingly.
>
>
>3.3.3.1.3 Clothing Accessories
>
>The Clothing 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 characters body (belts, cloaks, 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 one Clothing Accessories, so there is only one Clothing Accessory
>UI elements. Also note that certain accessories such as cloaks will give
>the player a cloak as part of their starting equipment and does not make
>the accessory a permanent part of the character model. Players can
>remove and/or change accessories in game by purchasing new ones from
>merchants.
>
>3.4 Step Four  Skill Selection
>
>The third step in creating a new character is selecting what skills the
>character will start the game as. The character model matching the
>players specifications from the prior three steps will appear faded out
>in the center of the screen with a two-paned window appearing over it.
>On the left pane, which is labeled as Skill List, a list of all
>starting skills available to the race/class the player has selected will
>be displayed. Each item on the list will appear with an icon depicting
>the skill, the name of the skill next to the icon, and a brief
>description of the skill underneath the icon/name. On the right pane,
>which is labeled as Starting Skills, a list of skills the character
>will start the game with is displayed. Each item on the list will appear
>with an icon depicting the skill, the name of the skill next to the
>icon, and a brief description of the skill underneath the icon name. To
>either add or remove skills from one pane or the other, players click on
>the skill icon they wish to add/remove and then click on the <> icon
>that rests in the middle of the window and connects both window panes.
>Players cannot start the game with more than five skills, but they can
>choose to start the game with fewer than five skills if they wish. Once
>the player has finished selecting the characters starting skill set,
>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 3.
>
>3.5 Step Five  Review, Name, and Begin Game
>
>The final step in the character creation process is to review what the
>player has selected to be their character. A model depicting the
>character with the players choices from Step 3 will appear on the left
>hand side of the screen. On the right hand side of the screen, the
>characters vital attributes
>(Race/Class/Strength/Agility/Intelligence/Defense) will be displayed.
>Underneath the vital stats, a list of skills the character will start
>out with will be displayed. Each skill on the list will be displayed
>with an icon depicting the skill and the name of the skill next to the
>icon. Underneath the character model is a blank text box. Players must
>click on this text box and type in the name of the character. Names are
>limited to one word and cannot contain special characters
>(!@#$%^&*()-_=+`~[]{}\|;:<>,./?) and cannot contain spaces. Once the
>player has named his/her character and is satisfied with the choices
>they have made through the creation process, they click on the button
>labeled Create Character to submit the character name to the naming
>service. The naming service will check to ensure the name is valid (free
>from special characters and meets the minimum character length
>requirement), check the character registry (contains all player
>characters in the game) to ensure the character name is not already
>being used by someone else in the game, and checks to ensure the name
>does not violate the Terms of Service agreement. Once the naming s