So at this point I must be stark-raving mad even considering something this insane - but during the usual lunch-time game dev talk session with Stuart the topic of defining creature anatomy came up again, along with related topics. Somehow we got to talking about generating graphics - might have started with a half-joke about procedurally generating graphical engravings on walls akin to how in Dwarf Fortress you get textual descriptions of every single engraved object anywhere. DF has the huge advantage of being pure text so there's no need to do models, actual engravings, etc, just describe them. Same thing makes combat work with the anatomy-level details and individual finger nails getting chopped off.
I'm eager to do anatomy-based combat over boring ole hit points, but even if we develop a neat and easily reusable way of defining anatomy (which is useful in several systems, more than just taking damage - what equipment can you wear, how would you analyze your experience with specific vulnerabilities of certain monsters, what special abilities might something have, etc), we still have the challenge of graphical models that DF nicely sidesteps by being pure text. Even if we have a system where you can chop the arm off a zombie to disarm it (heh), would we still have a basic model showing both arms intact? Could a mutant of something show up with three arms rather than the usual two?
I'm not exactly thinking Spore or anything here, again just a fundamental system we could extend with more details over time (maybe just detachable arms and legs to start). But this is a field I'm fairly unfamiliar with, like most graphics - any ideas just how doable something like that would be? Would still involve textures and what not, and we'd have all the anatomy definitions up front. But instead of making a full model to start with, generate x appropriate shapes and attach them together somehow, mapping the textures on the different pieces.
Heck I'm not even sure how a zombie in Minecraft moves its arms and legs, so I don't know what it entails to be able to dynamically remove or add said arms or legs. I still don't think I've seen a slime in all its glory (want to do it right, thus the "slime gun" tool quest). Do we have a particular strategy for the graphical representation of creatures yet? I'm sure Stuart could figure out what would make them tick (and spawn, and socialize, and what not), but models to my code-centric mind are more tricky.
I've got to be crazy here, right? Even if it really boils down to instead of one model for a zombie, we have 6 pieces that are attached together instead (head, torso, 2 legs, 2 arms) for starters, maybe with the ability to add an extra arm by tweaking the anatomy definitions and having it actually show up...
I'm eager to do anatomy-based combat over boring ole hit points, but even if we develop a neat and easily reusable way of defining anatomy (which is useful in several systems, more than just taking damage - what equipment can you wear, how would you analyze your experience with specific vulnerabilities of certain monsters, what special abilities might something have, etc), we still have the challenge of graphical models that DF nicely sidesteps by being pure text. Even if we have a system where you can chop the arm off a zombie to disarm it (heh), would we still have a basic model showing both arms intact? Could a mutant of something show up with three arms rather than the usual two?
I'm not exactly thinking Spore or anything here, again just a fundamental system we could extend with more details over time (maybe just detachable arms and legs to start). But this is a field I'm fairly unfamiliar with, like most graphics - any ideas just how doable something like that would be? Would still involve textures and what not, and we'd have all the anatomy definitions up front. But instead of making a full model to start with, generate x appropriate shapes and attach them together somehow, mapping the textures on the different pieces.
Heck I'm not even sure how a zombie in Minecraft moves its arms and legs, so I don't know what it entails to be able to dynamically remove or add said arms or legs. I still don't think I've seen a slime in all its glory (want to do it right, thus the "slime gun" tool quest). Do we have a particular strategy for the graphical representation of creatures yet? I'm sure Stuart could figure out what would make them tick (and spawn, and socialize, and what not), but models to my code-centric mind are more tricky.
I've got to be crazy here, right? Even if it really boils down to instead of one model for a zombie, we have 6 pieces that are attached together instead (head, torso, 2 legs, 2 arms) for starters, maybe with the ability to add an extra arm by tweaking the anatomy definitions and having it actually show up...