ring -> glove -> -> gauntlet bracelet -> elbow-> forearm -> -> arm upperarm -> toe -> foot -> -> boot ankle -> knee -> shin -> -> leg upperleg -> neck -> groin -> neck -> fronttorso -> -> body -> robe -> -> torso -> -> belt -> -> cloak backtorso -> -> backpack -> face -> -> helmet-> crown ->Interpretting these trees (and using the top one as an example): A ring goes under a glove. A bracelet is independent of rings and gloves, but both bracelets and gloves (and thus rings) go under gauntlets. As a coder you could state that "this ring is bloody huge, nothing can be worn over it", thus stopping the wearing from wearing either gloves or gauntlets, but not bracelets. You could also do the reverse and say "these are skintight thieving gloves, you can't wear anything under them", thus stopping the player wearing rings. Having drawn those I am no longer convinced that it is a tree (being something that in which each node has only 1 thing above it). For example I felt that "body" should have all of "belt", "robe" and "backpack" over it, and then cloak over all of those. This "layered" approach to armour is more realistic, it also allows people to conceal what they are wearing, by wearing a cloak over everything. You'll notice I left "shield" off a this point in time. I don't see it as a type of clothing. I think people just hold them. -- FantoM - 03 Sep 2006
Topic IncreasedArmourSlots . { |
Revision r1.3 - 03 Sep 2006 - 23:49 GMT - FantoM Parents: WebHome |
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