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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Alexander James Mohr

Character Customization, the best engine?

3 posts in this topic

I love the idea of making a high level of character customization, things like body morphing and tons of model and color adjustments for the player character. Can this be accomplished with almost any engine, are there some which do it better and more effciently? Or is this type of thing dependent upon how the model is made before being imported. One big thing I want is multiple animation sets, but with Unity at least that seems straightforward wwith the right line of code.

I also have plans for the editor to be used for more than just the players, much like how you can call the console editor for your character in skyrim, or if any of you are familiar with Nrass scripts for The Sims 3 with Nras you can call a character editor for any character in the world. I want something similar to this so the player can customize pparty members upon first meet.
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Pretty much any engine that supports per-vertex animation and shaders should be able to do this (which is a fair few them).

However, Unity makes this easier than most other 3D engines (as it was developed for less technical / beginner users) so if your interest is mostly on the art side of things or if you are just starting out, I certainly recommend Unity as a way to test out your game art and ideas more easily.

As for preparing the model, only if your morphing idea involves skeletal animation for realistic movement rather than being stretched or squashed, then the models will need to have bones inserted inside them so that the engine knows which vertex is assigned to which bone so it can be moved accordingly.
Most modelling tools can do this such as Blender, Maya, Max. Edited by Karsten_
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Here is the character customization tutorial:

http://u3d.as/content/unity-technologies/character-customization/1qS
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