Saturday, November 29, 2014

Facial expressions

Howdy citizens,

I had procrastinated during the week but today I worked on how facial expressions should work.
I already had facial expression (basic one) ready, but today I implemented the way to change them.
In general whoever will write an event for the game should not worry about expression since they will be calculated on the trainee* stats. E.g. a unhappy trainee will have an unhappy face whether an angry one will have and angry face etc...
But still, someone who write an event would propably need to change the expression based on whathever the event is about. For example, if in the event the trainee is surprised, the writer should be able to put a surprised expression on the trainee face, without having the other stats interfere.

WARNING TECHNICAL (somewhat) TEXT FOR EVENT WRITER:
So, to make it short I made two new element for the xml events:

-LockExpression: this element will be used by the writer to decide put on the trainee face an expression, using this element will prevent the auto-expression service to run, so if you lock the expression to happy and then redure the happiness stats of the trainee to abysmal levels she will look happy anyway until you use the...
-UnlockExpression; this element can be used to unlock the expression. Continuing the example written before if you then unlock the expression, the auto-expression will be enabled again making the trainee look sad.

END OF TECHNICAL TEXT FOR EVENT WRITER

The automatic expression is at the moment very simple, only trainee happiness is considered and only three expression are defined:
-Normal
-Happy
-Unhappy

in the future I'd like to add a more complex automatic expression using more parameters and I'd like to add a finer grained way to lock expressions by making each facial component changeable.

Unhappy


Happy

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