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Groot
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PostSubject: Re: Multiple races/species   Sat Nov 02, 2013 6:41 pm

I wasn't aware having six penises was considered a bad thing.


And the clothes idea is silly, it's like having eight small penises as opposed to six regular ones.
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PostSubject: Re: Multiple races/species   Sat Nov 02, 2013 6:48 pm

Prototype wrote:
I wasn't aware having six penises was considered a bad thing.


And the clothes idea is silly, it's like having eight small penises as opposed to six regular ones.
I fail to see how clothes are silly. The whole idea is silly if we don't get rid of skins. If we git rid of skins, player customization is diminished. Clothes mend that. If we add clothes, then we can also add some environmental factors.
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PostSubject: Re: Multiple races/species   Sat Nov 02, 2013 6:56 pm

Wait, hang on, I might have this wrong, are you saying stick with the standard Steve model, and get rid of skins, or use multiple models, and use clothes there?

Either way, there is a possibility that by the time we come to any of this I may be able to handle the majority of it myself.
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PostSubject: Re: Multiple races/species   Sat Nov 02, 2013 7:14 pm

Prototype wrote:
Wait, hang on, I might have this wrong, are you saying stick with the standard Steve model, and get rid of skins, or use multiple models, and use clothes there?

Either way, there is a possibility that by the time we come to any of this I may be able to handle the majority of it myself.
If we stick with the steve models, we won't need to get rid of customized skins. I was saying that if we do have multiple models, it would be best to get rid of custom skins and add customizable clothing to make up for the lack of customization. Custom.
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PostSubject: Re: Multiple races/species   Sat Nov 02, 2013 7:34 pm

MercurySteam wrote:
Prototype wrote:
Wait, hang on, I might have this wrong, are you saying stick with the standard Steve model, and get rid of skins, or use multiple models, and use clothes there?

Either way, there is a possibility that by the time we come to any of this I may be able to handle the majority of it myself.
If we stick with the steve models, we won't need to get rid of customized skins. I was saying that if we do have multiple models, it would be best to get rid of custom skins and add customizable clothing to make up for the lack of customization. Custom.
I think stick with custom skins for anyone playing as a human, then use customisable clothing for any other models.
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PostSubject: Re: Multiple races/species   Sun Nov 03, 2013 11:56 am

I would like to point out that including a clothes system would mean less dev time on more important things.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: Multiple races/species   Sun Nov 03, 2013 2:03 pm

I would like to point out that important things is entirely subjective.
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PostSubject: Re: Multiple races/species   Sun Nov 03, 2013 2:16 pm

Tiel+ wrote:
I would like to point out that important things is entirely subjective.
I would like to point out that we don't have to put every feature into 1.0
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PostSubject: Re: Multiple races/species   Sun Nov 03, 2013 2:28 pm

Ivan2006 wrote:
Tiel+ wrote:
I would like to point out that important things is entirely subjective.
I would like to point out that we don't have to put every feature into 1.0
I would like to point out that history has shown that anything not in 1.0 often isn't added period.
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PostSubject: Re: Multiple races/species   Sun Nov 03, 2013 2:55 pm

Tiel+ wrote:
Ivan2006 wrote:
Tiel+ wrote:
I would like to point out that important things is entirely subjective.
I would like to point out that we don't have to put every feature into 1.0
I would like to point out that history has shown that anything not in 1.0 often isn't added period.
I would like to point out that ^
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PostSubject: Re: Multiple races/species   Sun Nov 03, 2013 4:29 pm

I would like to point it out that we don’t need these cloths that aint skyrim, not even mass effect, plus most races will end up humanoid means no separate mesh. Anyway for now all we need is NPC races to add some variety, for them it merely means a new set of meshes and textures, also helps to add variety in blocks and tech without making it technically boring.
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PostSubject: Re: Multiple races/species   Sun Nov 03, 2013 5:11 pm

NPC's wouldn't be a bad idea, and that way it means converting them to player models wouldn't be as much work, as animations and stuff would be sorted anyway.
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PostSubject: Re: Multiple races/species   Sun Nov 03, 2013 5:50 pm

Prototype wrote:
NPC's wouldn't be a bad idea, and that way it means converting them to player models wouldn't be as much work, as animations and stuff would be sorted anyway.
Fucking combo breaker.

Go sit in the corner.
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PostSubject: Re: Multiple races/species   Sun Nov 03, 2013 5:58 pm

Iv121 wrote:
I would like to point it out that we don’t need these cloths that aint skyrim, not even mass effect, plus most races will end up humanoid means no separate mesh. Anyway for now all we need is NPC races to add some variety, for them it merely means a new set of meshes and textures, also helps to add variety in blocks and tech without making it technically boring.
I hate going back and forth these days, but you're missing the point entirely. I guarantee you half the skins in existence are adding articles of clothing or gear to the existing steve template, such as that annoying-as-all-hell hoodie/headphones combo.

The rest are converting the skin to another race, ie, ACH's owl. If we already cover the whole 'species' thing with different player models, the only thing left would be accounting for those pieces of clothing people love to add to their character for the sake of customization. A robot head, etc. By making each of these 'clothes' an ingame item that has a distinct cost and can even be worn by other players immersion is increased and a whole new dimension of possibilities in opened. Imagine shopping for cosmetics...it'd be a blast.

It's a unique concept, and while it's not naturally not nearly as high on the priority list as, say, working ships, it's still something that would have some nice benefits were it to be explored.
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PostSubject: Re: Multiple races/species   Sun Nov 03, 2013 6:09 pm

Anybody here played terraria?

I think the vanity system they use there might work for clothes and such, but it means you can have functional armour and retain your swag looks.

But the whole thing isn't too important, I don't think we'll be asking Fr0st to do this one, but its also not as difficult to do as the important stuff, so somebody else may be able to do it while the big stuff is being done. And as I've already said, I'm going to have to learn programming anyway.
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PostSubject: Re: Multiple races/species   Sun Nov 03, 2013 6:19 pm

Prototype wrote:

I think the vanity system they use there might work for clothes and such, but it means you can have functional armour and retain your swag looks.
I don't think that'd be much of a good idea, as someone could easily hide their Warhammer-sized power armor under a little shroud. We could just make the armor look great and add pros and cons to every type of armor, so everyone chooses the one which fits to his role. A soldier wouldn't wear an usual shirt, just as an engineer or trader wouldn't wear heavy plates.
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PostSubject: Re: Multiple races/species   Mon Nov 04, 2013 9:23 am

I think that, since we're allready converting Minecraft into an MMO, it might make sense to implement random features such as clothing/species, since we are essentially making a new game, only building onto Minecraft's engine and community.

Also, clothing would open the possibility of a system of uniforms, making it easier for larger factions to recognize members of said faction, also opening more depth to infiltration (AKA sneaking into the enemy base) because security cameras simply won't cut it if an enemy spy manages to get hold of a uniform (or is able to make a convincing copy).
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PostSubject: Re: Multiple races/species   Mon Nov 04, 2013 10:29 am

The main issue with limiting people to clothing they can make/find in-game is the skins are, frankly, going to be boring. Plus, you'll get no small amount of complaining from people.

The problem with using the normal Minecraft skin system is that uniforms and identification markers mean squat. Essentially, we need to find a balance.
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PostSubject: Re: Multiple races/species   Mon Nov 04, 2013 11:37 am

Fleet Admiral Error wrote:
The main issue with limiting people to clothing they can make/find in-game is the skins are, frankly, going to be boring. Plus, you'll get no small amount of complaining from people.
There won't be boredom or complaining if we add enough variety and possibilities for the combining of clothes. Things like a shirt and a vest are not mutually exclusive, and there is enough room for creativity if we implement a way to combine different kinds of clothes. Concerning the skins, we could add the possibility to make ones own skin when starting the game by combining different pre-set skin- and eye-colours, hair, etc. , solving that problem as well (Given that we find someone talented and willing enough to make a broad selection of these).

That way there won't be any cookie-monsters running around while maintaining "custom" skins, which is a winning argument if you ask me.

Oh, and the standard appearance of the skin without clothes should be some kind of underwear/shorts. No naked dudes. Children play this game, goddammit.
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PostSubject: Re: Multiple races/species   Mon Nov 04, 2013 11:48 am

Why do you need uniforms anyway ?
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PostSubject: Re: Multiple races/species   Mon Nov 04, 2013 12:02 pm

Iv121 wrote:
Why do you need uniforms anyway ?
If you want to be uniform, duh.



Scrapping custom skins for human/android players isn't really a good idea, I've been on PMC for a while, and people there get very arsey about skins, they seem to think its some fine art (it's not, but 70% of the minecraft community thinks so). Clothes might work for other species though, as the models for them will be a little more complicated than your average Steve, at least on my most recent estimates, so not only would custom skins be balls hard to make in comparison, we would also have to save their skins, which is entirely unnecessary.

For the non human species, perhaps give a selection of skins for each race at the start, then use the clothes thing. Except for robots, robots don't wear clothes (if you want clothes on a robot, play as an android/reploid).

Still don't know what to do for a second winged species though.
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PostSubject: Re: Multiple races/species   Mon Nov 04, 2013 12:23 pm

Well I actually got a winged alien drawn however it is definitely not an owl, trying to do an alien owl turned out to be rather difficult as in order for us to see "an owl" in it we need to make it Earthlike which ends up in an oversized owl instead of new species ... Growing hands out of every possible place also proved to be futile ... Seems like I lack the imagination to beat up mother nature in its own game .
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PostSubject: Re: Multiple races/species   Mon Nov 04, 2013 12:50 pm

I would have actually used that commission Tiel had done as a basis for the avians.

I tried putting wings on a skytherian, but that's basically a bipedal dragon minus the fire breath. Might have a go at some insectoid looking thing.
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PostSubject: Re: Multiple races/species   Mon Nov 04, 2013 2:55 pm

Prototype wrote:
I would have actually used that commission Tiel had done as a basis for the avians.

I tried putting wings on a skytherian, but that's basically a bipedal dragon minus the fire breath. Might have a go at some insectoid looking thing.
Will your insectoid be bipedal or quadrupedal?
Because I think there's lots of reference pics for that.
Also for hexapods.
But I don't know how tricky it is to turn a reference pic into a convincing Minecraft model when the object is of biological nature.
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PostSubject: Re: Multiple races/species   Mon Nov 04, 2013 3:16 pm

Ivan2006 wrote:
Prototype wrote:
I would have actually used that commission Tiel had done as a basis for the avians.

I tried putting wings on a skytherian, but that's basically a bipedal dragon minus the fire breath. Might have a go at some insectoid looking thing.
Will your insectoid be bipedal or quadrupedal?
Because I think there's lots of reference pics for that.
Also for hexapods.
But I don't know how tricky it is to turn a reference pic into a convincing Minecraft model when the object is of biological nature.
Could be difficult, I've been drawing up how to make a Skytherian head, and while it's possible, it could take a while.

And any insect would be bipedal, but I'm not too sure how to go about an insect, not to mention that giant insects are biologically impossible due to their circulatory system, but I doubt anyone will notice.
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