Dress to kill
Posted by Oleg
The final countdown
Dear Pathfinders,
Looks like this is gonna be the last update we post while the Kickstarter campaign is running.
The goblin companion is still within reach, but we're extremely happy either way. The results of our Kickstarter campaign have been fantastic and our gratitude to you knows no borders! We still have a number of hours to go, so, please, keep on spreading the word.
Watch us play!
If you missed our live-stream with Alexander Mishulin and Chris Avellone, please, check the recording on our official YouTube channel:
The art of dressing up characters
As we set out to develop
Pathfinder: Kingmaker (or PFKM for short), we identified the core artistic values that our future game would be based upon. One of these values is the recognizability of the iconic characters created for Pathfinder (or PF) by Wayne Reynolds.
Analyzing their design, we were able to discern the following principles.
Details are made to fit the size in which the player sees the character
By comparing the miniatures made by different manufacturers, one sees which solutions work and which don't A - an illustration of the cleric, B - a miniature by WizKids, C - a miniature by Reaper, D - our concept art that transfers the design of the cleric into the video game.
What strikes the eye when looking at the illustrations of characters is the lovingly drawn detail. Transferring the graphic design "as is" and keeping the number and size of different elements is not a good idea, for this might result in visual clutter and pixel flicker. We decided to go down the same path as WizKids when they created the miniatures for the tabletop game. A character's miniature that is standing on the table is at the same distance from the eyes of the player as a character model on the screen.
A character's look is more than just a weapon and armor or a robe, it is also the everyday apparel
Some of the social clothing: barbarian, cleric, sorcerer, wizard and fighter.
An important feature that sets iconic characters apart from each other is their clothing. This detail reveals the hero's past, their origins and social status. The social clothes are tied to the hero's class and is visible in places not protected by armor. This way, in our game the social dress partially represents the class of the character.
The equipment's design is realistic and functional
Wayne Reynolds' designs are realistic and well thought-through, which is represented in class-specific details such as adventurer belts that other gear is attached to. This item is drawn on top of the armor, which means it is always visible, and it is another element that shows the character's class.
An adventurer lives in the open, undertakes long journeys and carries his belongings around
Each class has a set of items that are handy to bring on an adventure. The hardy and the thrifty travel with large backpacks full of supplies for all of life's emergencies, while the more delicate types and the ascetics make do with a woolen blanket and a small journey bag containing only the bare necessities.
The classes are also represented by class-specific equipment
These are items such as a woolen blanket or a hiking pot. They could belong to any character, but are drawn in a place where they reveal the flavor of a particular class. In our game, each class has a unique combination of a waist belt, a backpack, and something else. For example, all warriors travel with their own mug, which is hung from the belt so that it is always at hand!
There's a holding bag or a sheath for everything
Yes, all weapons and combat items come with scabbards or sheaths, all consumables, be it potions or crossbow bolts, have their own pouches and cases that can be attached to the belt.
The contents of a character's slots directly influences their appearance. All equipment, consumables, and weapons are shown or strive to be shown on the in-game model
Diagram showing all the different ways weapons and equipment can be attached to the character's body.
We've noticed that PF heroes carry all the necessary equipment either with them or on them. Therefore, you can tell what items a character has by just looking at them. Having studied all the illustrations of the iconic characters, we have deduced the common anchor points for all the different types of items and weapons.
All together now
The four parts of a character's outfit: 1 - social clothing, 2 - armor, 3 - class equipment and 4 - weaponry and consumables.
In conclusion, here's the set of parts that constitute a character's outfit: the first layer consists of class-specific social clothing; after that comes the armor which changes depending on the specific suit of armor the player has picked. On top of the armor comes equipment, which also corresponds to the character's class, and, finally, weaponry and consumables make up the outer-most layer.
The result
Below you can see the in-game models of a male fighter and a female cleric carrying different weapons and clad in progressively better armor. While the models and textures are not final, they nevertheless illustrate the principles and values that we have outlined above.
(from left to right) A fighter without armor, in leather armor and in full armor.
(from left to right) A cleric without armor, in leather armor and in chain mail.
One more thing
Thank you for spreading the word about our game among your friends - we reached new social achievements!
So now we gained 6 social achievements, which means that the second reward is unlocked.
A Silly cheat code will allow you to apply magnificently silly changes to the game like random critters coming out of characters instead of blood when wounded or dressing all companions in the fabulous shirt of our technical director:
and some other equally unreasonable but fabulous things.
Hail to the Kings!
Owlcats.