Hey guys,
More rough concepts for Sunrest guard outfits today. Rather than work on something new I've been chipping at them and thinking over how best to make armour work in CS.
The two bottom rows show a (sort of) progression from least clothing to most for a standard male and female. After some feedback I wanted to include a kind of overshirt or something for covering the chest proper. However, after looking at all the possible combinations, it looks like perhaps a better solution than modifiable armour would be to just have a lot of armour slots. Bits for arms, hands, chest, legs, feet, bottom and top underwear, helmet, belt, etc. To stop this cluttering up the player's inventory the different 'sets' could be submenu'd somehow, maybe, but without the benefit of a player model it'd be hard to keep track of everything you're wearing. This would be pretty awesome as it'd also allow mixing and matching all sorts from different sets.
It does however introduce some problems. First and foremost being how to describe the player's outfit in written text when it can vary so greatly. Second being that with so many parts, to which part do we attach the moves? My current thinking is that they'd act like set bonuses from games like Diablo, where you 'unlock' properties on the armour set (in our case, moves) the more pieces you're wearing. Potentially doable but not at all simple.
It's something I'll continue to think about as I work on these more. I've also written a bit about Sunrest, the City Guard/Watch, and a few new character ideas. You can check those out in the Codex, at the bottom of the doc.
Until next time!