NPC of Future Concepts

All development of pixel art, maps and other graphics.


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Seradest
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NPC of Future Concepts

Post by Seradest »

All this is a Example for too many difference in the Graphic Art by the NPC.

1. All NPCs must have 3 viewing angles

Image

The left can be flip with a script.
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2. Many NPCs are Clones... here an example:
ImageImageImageImage
Malivox- Geologist- Mede - Witch

The Dyncolorstem can help Out for the Moment.
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3.Differnt Style Systems... here a Exemple :
Image-----Image-----Image
Low Detail-High Detail-Very High Detail

A Pixel artist must have skill or a artwork that show what the difference but too many artist for different NPC people make a bad mix.
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4.Different Body tees... here a Exemple :
Image------Image---------Image
A Waterhead--Player like--not Player like but detailed

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What you are think about it ?
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Jaxad0127
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Re: NPC of Future Concepts

Post by Jaxad0127 »

1. Sprite mirroring breaks light direction, so none of that. Sprites under TMWServ can walk around and such, so fully moving sprites would be nice.

2. We need to reuse sprites because we don't have enough views otherwise. 0.0.26 and 0.0.27 can only use 100 NPCs. 0.0.28(.1) can use about 950. The latest git can use a few more.

3. All humanoid NPCs should use the player sprite as a base, and be done in the same style as everything else.

4. (see #3)

As always, The Guidelines.
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zick
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Re: NPC of Future Concepts

Post by zick »

I don't know if the NPC format has been finalized, but I always thought that the NPC should be made the same way the playerset is made of, a nude base, a shirt, a pair of pants, some hair, etc. ... especially if we're gonna allow the NPC to walk around. why recreate an NPC when we can just use the playerset? that sounds like double work. Now maybe if NPC's didn't walk around, and just stood there like they do now, we could use separate graphics. Maybe if we used the playerset graphics, the NPC script could describe what "equipment" the NPC wears.
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