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Another week of work done on the clothing system demo. This week I tackled the hardest part; the sizes. When it comes to purely a data structure point of view, clothing is actually incredibly complex.

Let's take a simple shirt. That fits the player, or not. If we look at just the relevant stats the game has for that, we got the players height, the players muscles, fat, breasts... All of those determine the fit of the shirt. And the trouble is, they can all work independently. What about a player that is short, but has huge muscles? A tall one, with large breasts? All of these need to be reflected in the game, and let's be honest; we want them to show up in the dialogs too, don't we?

So, we got the allowance for each of these stats, compared to the size of the player... then we also need to factor in the allowance for when something is tight, or loose.

In the game currently, each of these factors had complex math behind it that gave various results for each of these stats. All of these happened underwater, and the fit of the clothing, buying of clothing, it all had different logic behind it. In short, it was a mess.

The new system has changed that to a unified system, where there is a pre-determined database of sizes, and what fits those sizes. The clothing has some tolerance; if that tolerance is used, it's a tight fit. These sizes always overlap; my goal is that multiple sizes overlap. With this, I can also manually set the pace of when, and how, the player outgrows things from a central place instead of 17 different places in the code. And it makes sure that we always know what will, and won't, fit.

All of this is added in the newest demo, link included, and I'm currently focussing on adding this to the game. I'll probably make a parallel version, purely for testing, that I might release here just to see all of your reactions.

Files

Clothing Rework demo.html

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