In designing the crappiest RPG ever, I’m starting to think about how to handle the skinning system. For example:
You enter a room with 15 people there. They all have different permutations of pants (red, green, blue, polka dot) and shirts (Plaid, I’m With Stupid, Slipknot).
The question is, how best to handle and draw the characters. Some issues:
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Are all the possible paints and shirts already loaded into memory at startup?
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Are the necessary pants and shirts loaded on an as/needed basis…such as, when a new type walks into the room?
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Are the sprite objects for each character created to reflect the permutation, or is the pant/shirt/ead drawing all done individually per frame?
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How does one handle palette shifting? If a player’s skin color is configurable, should that be drawn dynamically each frame, or as above, cached into the sprite?
My spidey-sense suggests that the sprites should be constructed for each unique look, then linked to each character that matches it. Memory would be loaded/unloaded on an as/need basis. Resources would be JAR-local, so it shouldn’t be too much of a lag issue.
Anybody know of any tutorials on this aspect of the online world? There’s enough tile-based stuff out there that I’ve gone through.