(http://www.bay12games.com/imgs/guy2.jpg)
That hair style is fairly simplistic, but it works for arbitrary models with arbitrary textures in arbitrary positions. So you can pretty much do whatever you want, aside from wings. Hair, beards, mustaches, massive chops... whatever. It keeps track of where they attach, so it could add a red texture to the right place if you get scalped.
Now I can start special abilities, or something.
Can Armok harness the power of the mullet?!?
The hair, mustache, and beard are all separate growths and have separate frills in the model. That hairline is receding... it can be fixed by adding more triangles... you can do anything really. You just need to draw the triangles in the editor. Which is annoying. Because the editor sucks.
Do the snakes think for themselves? There might have to be some kind of symbiotic thing... If the snakes are just body parts, you could use adjuncts... they'd be like fingers. If there are too many for that, then they could just look like green hair, since you wouldn't be able to differentiate... the problem in any case would be making them wiggle. Haven't done anything for that yet...
I just got a surprise homework assignment, I need to do a little work for my advisor before Thursday, and I have to grade multivariable calculus finals in a week... things might be a little slow until break.
Field effects and special abilities are the only real obstructions to the magic release now, but... well, field effects will be very hard. Back when the project started, I posted more updates back on rogue-like news groups, and so I received more email, especially when I put up the original 66 page future section. Having field effects (melting/temperature/etc.) was one of the major hurdles that people thought I was being very optimistic about. We'll see what happens.
[ March 08, 2003: Message edited by: Toady One ]
(http://www.bay12games.com/imgs/guy100.jpg)
(http://www.bay12games.com/imgs/guy110.jpg)
Experimenting:
(http://www.bay12games.com/imgs/guy_stretch.jpg)
(http://www.bay12games.com/imgs/guy_rearview.jpg)
Just like in real life!!!
This means that the problem reduces to simulating hair growth in the creature (independent of graphics). I haven't thought about it, but it doesn't seem bad. Say, every creature already has the current sizes for each of their parts, so all you'd need to do is add a species-level variable that tells how fast each growth grows. Then the creature growth size variable would have to be incremented at regular intervals according to that rate.
He he he... that'll be cool... then you can set the camera on your face, and just press the Z button a lot. The sky will flicker black and blue, and your hair will grow out, perhaps including unsightly stubble at first. At least until we add food and sleep and proper time abstraction... but until then, it'll be like those fast-time nature movies with the flowers opening and closing, or the rats decomposing. Yeah.
<yawn> I'm tired. The reason I haven't posted any girl faces is because they are currently not presentable. I'll fix that at some point in the near future. I'd also like to start special abilities as well. Hmmmm.... which ability will be first....
Isnt that a great special ability or what?