LateWhiteRabbit wrote:Could get crazy. Not HARD, but crazy tedious and a load of work. Let's break it down into practical terms:
Let's say you have 3 customizable options - hair, eyes, and skin tone. Let say you have 4 possible choices for each:
Eyes: Blue, Brown, Green, Hazel
Hair: Blond, Brown, Red, Black
Skin: Tone1, Tone2, Tone3, Tone4 (Let's say Pale to Dark).
NOW, for each graphic that shows the character, you would need the following combinations:
Blue,Blond,Tone1
Blue,Brown,Tone1
Blue,Red,Tone1
Blue,Black,Tone1
Brown,Blond,Tone1
Brown,Brown,Tone1
Brown,Red,Tone1
Brown,Black,Tone1
Green,Blond,Tone1
Green,Brown,Tone1
Green,Red,Tone1
Green,Black,Tone1
Hazel,Blond,Tone1
Hazel,Brown,Tone1
Hazel,Red,Tone1
Hazel,Black,Tone1
THEN, repeat that 3 MORE times for all the other skin tones. For each graphic of the main character, you would need 64 different versions. Now, you might get away with overlays for basic sprites, but you would need 64 different colored versions of every CG in the game. Every option you add increases the graphic work EXPONENTIALLY.
That's why most of the time you find customization only in 3D character models, where parts or textures can be swapped out on the same character model, and each piece only needs to be created once.
That's definitely a lot of versions of every CG...I was thinking, instead of choosing a custom color for each element, we could have 4 set designs to choose from (for example, sprite 1 is pale skin/brown hair/green eyes, sprite 2 is dark skin/black hair/brown eyes, etc).
That way, there would only be 4 versions of every CG the MC appears in, instead of 64
KittyWills wrote:It's tedious. All we are doing is swapping Character Gender and we're getting to a point were we might just ditch the idea all together. Plus adding all those extra images are going to make your game heavier. Images do take up a bit of memory space.
Unless you had all the CGs only have your other characters, keeping the MC out of them. I have seen that before. And just used an overlay like, LateWR said, for the base sprite. But even then you have to add that on top of expressions. You're looking at 100s of sprites.
I don't want to be discouraging. But you are looking at a LOOOT of art. =/
It definitely is a LOT of art...our main goal is to make it where the player can relate more to/feel closer to the MC by choosing how she looks. However, after reading your comments, I definitely think we'll stick more towards the 4 set sprite thing!
Does anyone have any tips on how implementing the base design the player chose into CGs, coding-wise?
Thank you all for your replies!
