Non-Player Creatures that use player avatar animation combinations (male/female armour + weapons)? #867
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Can the Flare Engine do what most large scale R.P.G.s do where they save work and add diversity of content by having N.P.C.s. (friendly / neutral / enemy) have the creative options to render their avatars / sprites such as the same appearance as the player's avatar / sprites in terms of possible armour / weapon male/female sprite ~'load out'? Pre-baked creature animation assets are different from the system used for the player avatar animation combinations (male/female armour + weapons). These pre-baked creature animation assets are very limited in scope and offer much less creative power in terms of amount of creative work input verses game content output. It with be incredibly creatively empowering if the Flare Engine has the possibility to support / have a ~'creative tool' / harness a feature to implement Non-Player Creatures that use player avatar animation combinations (male/female armour + weapons). For this could lead to hundreds of thousands of different possible N.P.C. appearance option combinations to drive large scale game content generation; while also using the same graphical sprites as what the player avatar has available to render / display with. In effect this is killing two birds with one stone in recycling graphical avatar animation resources and also adding tremendous content depth and developer creative power. Examples of official release R.P.G.s with Non-Player Creatures that use player avatar animation combinations (male/female armour + weapons): Baldur's Gate (1998) There are more examples but those are enough. This is a classic developer work saving, content generating feature that I hope the Flare Engine can pull off and support. What is one the line here is literally the difference of a small scale game and a massive scale game in terms of content generation possibility for the same amount of developer work. |
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The way that player animation layers are handled is very closely tied to the inventory menu. So if we decide to implement this, one of two paths should be taken:
Number 1 is probably the "right" option, but I think I might favor number 2 due to simplicity. |
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The way that player animation layers are handled is very closely tied to the inventory menu. So if we decide to implement this, one of two paths should be taken:
Number 1 is probably the "right" option, but I think I might favor number 2 due to simplicity.