Shipyard Character Creation Part II: Actual Implementation (Update: MOAR OPTIONS!)

Published December 14, 2013
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A few days ago I posted a dev journal with some images of characters I had created for Shipyard. At the time they were just mock-ups made in an image editor, but I liked the idea so much that I decided to go ahead with it. The process was a lot more involved than I had expected, but in the end I managed to come up with a crude but functional first-implementation. Not all the features are complete, but what I have so far is not too shabby in my opinion.

Default color settings, male and female versions:
WIhysH2.png
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Something a little more colorful:
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KspFGDH.png

Since it uses full RGB, you can do some truly horrendous stuff as well:
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[s]Next on the ol' to-do list is to create different hair and clothing styles to allow for deeper customization. I'm going to, at the very least, have all the styles from the mock-up versions. [/s](Done! See below.) I'm also considering making each "style" an actual character class, which might provide different stats to your ship. For example, military mightgive a bonus to crew combat, while a merchant might get better shop prices and more starting cash. Nothing is set in stone, but the more I think about it, the more I like the idea.
Welp, that's all for today, folks. If I'm feeling particularly bored or people show enough interest, I might post something about how I did it. For now, though, I'd best get back to some actual coding.

Update: Since I posted this, I've added and changed several things. First, I've cleaned up the textures quite a lot. Second, I've added support for different hair and clothing styles as I was talking about in the original post. I only made one more set of each, but with the code in place the rest is just content generation.

As you can see by their expressions, these two are simply overjoyed to demonstrate the new options:
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