Game Development Community

Character Sheet

by Gerard Prudhomme · 04/01/2008 (4:31 pm) · 4 comments

I spent a lot of time making this thing, working on the various icons and making sure that most of it is fairly intuitive. Hopefully when you look at the different icons you can readily determine what the symbolism of the icon is.

If you can't I just thought I would help you guys out by telling you what each one represents, and if you think that they are not appropriate for what they represent, please let me know! I always love to hear constructive criticism, helps me to hone my skills and view things with a fresh eye.

abaddon.igerard.co.uk/art/s_1c.jpg

Anyway, the first icons are, starting from the left most column and working down. We have Hit Points, Current Equipped Weapon's Statistics, Armour Class, Action Points (how quickly your character moves and shoots), The Character's current level and Experience points, and the character's morality rating (How many good or bad things the character has done)

Within the 2nd column from the left we have the character's Attributes, these are, from top to bottom respectively, Strength, Agility, Constitution, Intellect, Perception, Appearance, or, as I like to call it, the SACIPA system...

Third column from the left is the beginning of the skills list. These are, from top to bottom respectively, Rifles, Pistols, Shotguns, Hand to Hand Weapons, Armoury, Explosives.

The fourth column from the left is a continuation of the skills section. These are, from top to bottom respectively, Stealth, Acquisition, Locksmithing, Medicine, Gambling, and Persuasion.

I was hoping to show off my new 3D Character Model for the main character in my game, Duke Gilead of the House of Levai. But, unfortunately, it has taken me a bit longer than expected to get the model up to the level where I would want to show him.

Sufficed to say, the character model is light years beyond the current character model I am using. My improved 3D skills have allowed me to create a character model that is easily on par with the highest quality models being put out by studios such as Electronic Arts, Bethesda Softworks, and Take Two Interactive.

The only question now is how I am going to retain all that quality without having millions of polygons in TGEA...obviously I am going to use normal maps, I just hope I am able to maintain a large portion of the model's current quality without having too many polygons!!

Anyway, thanks for looking at my blog and let me know what you think!

#1
04/01/2008 (5:09 pm)
I am thoroughly impressed Gerard. I am hooked on this concept...It looks like you are creating a RPG system similar to my favorite games of all time. Great design, and I look forward to your next .plan.
#2
04/01/2008 (7:04 pm)
Thanks a lot for your kind words Michael. I must admit I have been addicted to RPGs from a young age...I think one of the first ones I played was the Gold Box Dragonlance Champions of Krynn game...

One of my favourite things about RPGs is the character creation process, and the statistics and skills that go along with that. I am endeavouring to create a similar system in Abaddon, one with a good amount of skills/attributes, but not so many that the whole game is spent just managing all the different numbers on the screen (Don't want to just make an Excel spreadsheet masquerading as a game!)

When I put the skills into the game, I thought about the ones that would have the most effect in game, and went with those that I could readily plan quests and game story lines around.
#3
04/01/2008 (7:13 pm)
It's great you are putting that much thought into the skills and stats. That was an issue for me when I was developing a MUD years back. Though not the same, I see an impressive level of depth masquerading behind simplistic interface akin to what I loved in Fallout. Hands down, their SPECIAL system mixed perfectly with the character skills so that there was no wasted or useless numbers.
#4
04/02/2008 (5:41 pm)
Yeah, I remember playing pen & paper RPGs and computer RPGs and you would always have some stats that were basically useless, so you would avoid putting any points or caring about those numbers.

I thought about it for a while when I was creating the stats and skills for Abaddon, wanted to make sure that there were no extraneous stats or skills.

I also tried to make sure that the interface was designed in such a manner that it would be readily apparent what the use of each icon and button were, without cluttering the screen with loads of text.

Thanks a lot for your compliments!