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 Post subject: End game gear aesthetics
PostPosted: Sun Mar 03, 2019 8:15 pm 
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I know the game is complete now and development on the next project is well underway, but just in case there's any chance of small tweaks in the future :-) ....

To me a large part of the fun of RPGs is building the aesthetics of your character, where ideally your look with the end game gear is the "best" look for a character of that type. So two minor adjustments I would have liked to see:

1. Have the end game mage armor be a more interesting / unique color than just the bland tan color that's the same as the robe you start the game with, and also have an end game hood that matches it. The NPC mages that have matching hood and robe colors look really cool, and I was hoping for a similar look to be possible for the PC mage with end game gear. In general having the hood color always match the robe color would be ideal - IMHO it looks out of place and disjointed to have the hood not match the robe.

2. The end game armor for rogues (kevlar vest) should have the leather armor appearance, not the chain mail appearance. To me the leather look is the classic / ideal rogue look, but maybe others would disagree. I realize most of the rogue armor in the game has the same look, so maybe the thought was that this would change it up a bit? That could be solved with some color changes to the same leather sprites, but that's probably more additional development on a finished game than I can hope for.

Maybe someday when EK has made all the money it can make you'd consider opening the game up to some community help with these kinds of small aesthetic improvements for those of us that have some design and/or coding skills :-D


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PostPosted: Sun Mar 03, 2019 9:00 pm 
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It is answered too many times before, but as I can't dig that very old thread, David answered it is because of the sprites and the limitations of a 2D game like in a children's paper doll(not the exact quote), it will eat a lot of resources and he optimized EK to be compatible even for low-end device.

But wait for the new game, Archaelund. It will be in 3D so he said he will not compromise in that game.

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Last edited by Xen on Wed Mar 06, 2019 1:42 am, edited 2 times in total.


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PostPosted: Wed Mar 06, 2019 12:07 am 
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I saw that explanation in one of his posts about Archaelund, and it makes perfect sense for things like wanting all the gear to make a visible difference in the character sprites (boots, gloves, leggings, etc), but I don't really think it applies in this case. I'm more or less only asking for character sprites that already exist in the game to be applied to or changed for existing gear. I don't really see how this would represent a significant increase in the amount of system resources the game would require - we're not talking additional sprites being loaded simultaneously, just different ones.

Regardless, it's just an idea - I'm sure David is way too absorbed in development for Archaelund to pay much attention to this forum these days, let alone actually make these kinds of changes to EK. I just figured it was worth a shot :-)


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PostPosted: Wed Mar 06, 2019 1:26 am 
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Adding more variations will eat resources, and what your talking about is of NPC's and it is not moving so you can't apply it to the actual moving objects in the game.


Last edited by Xen on Wed Mar 06, 2019 1:39 am, edited 1 time in total.


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PostPosted: Wed Mar 06, 2019 1:38 am 
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It exist in the game but still it is of the unmovable NPCs so it actually need seperate resources to add for the PC. Maybe he'll try to tweak some features of EK in the future but not as the exact thing as you suggest.


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PostPosted: Wed Mar 06, 2019 8:21 pm 
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khaos wrote:
I'm more or less only asking for character sprites that already exist in the game to be applied to or changed for existing gear. I don't really see how this would represent a significant increase in the amount of system resources the game would require - we're not talking additional sprites being loaded simultaneously, just different ones.

This doesn't work as you think.

When we talk about how some character looks like, it needs own sprites created, even if you talk about already existing graphics elsewhere.

To be applied to character outlook, it needs sprites created for that outlook. And we talk about all things, wielding sword, axe, whatever, all animations, etc.

I know you look at 3D games and see that each item is applied to character, but this is 2D game and it needs sprites created for character outlook independently from items.

In 3D games, you just apply skin to 3D object and that's it. In 2D, you need it created, rendered and included in set. And in 3D game engine does that, in 2D it is done outside game, by authors and included in game sprites, which asks for memory.


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