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Trainer Customization Ruminations

How interested are you in the development of this plugin?

  • Somewhat interested

    Votes: 0 0.0%
  • Not interested

    Votes: 0 0.0%

  • Total voters
    6

RandomRyan

Novice
Member
Joined
Jun 27, 2021
Posts
13
Hello, RandomRyan here.

If you have seen some of the discussions I've had on Relic Castle's Discord server or the Game Dev Café server in the recent past, you many have seen me discussing the possibility of working on a Trainer Customization plugin. While a recruitment thread proper has not been made yet, there are a few ideas that I've thought of in regards to the types of things one can customize. I have been brainstorming ideas about how such a menu should be implemented as well as an in-game UI for it. For now, this is just an idea, but I've been wanting to hear from some who are more versed in computer science than I am.

1. Hue, Value, and Saturation Sliders for Color

Color is an important factor when coming up with unique combinations for clothing an avatar can wear. It has been a staple in the core series since Generation VI. But while all of the official games with trainer customization have different colors for their clothing, they are separate options for different colors.

HVS Slider.png

Sliders for Hue, Value (B), and Saturation in Adobe Illustrator

SWSH Options.PNG

A sample of the options for trousers in Sword & Shield from Serebii.net

What option would be easier to implement? Color Sliders (they can be HSV, RGB, or CMYK sliders), or simply having different color options for the same article of clothing? While a Color Slider would be helpful in getting extensive customization, early discussions on this topic suggest that it would be easier to have the same clothing with different colors as separate options. Please let me know in the comments.

2. Submenu Quantity

Given that this would be a more extensive plugin for trainer customization, there would be more options with certain features and clothing, such as eye color, hairstyle, and jewelry. There are plenty of things that can go on the head alone, such as hats, glasses, and jewelry, while the body (tops) can house plenty of clothing like shirts, coats, necklaces, armbands, gloves, and bags.

Flowchart.PNG

A rough flowchart of the many accessories one can outfit their avatar with. Note the branches stemming from Tops.

Would the amount of subcategories be overwhelming in a scenario where the player can dress up their avatar extensively, as described in the flowchart image? I personally don't think so, but if any of you have any ideas on how to simplify the process without sacrificing depth, then I'd be happy to hear it. Pseudocode for this prospective plugin will be built with the feedback in mind after all.

3. Additional Features

One thing that could happen is that a developer would want to create more features for their games if they choose to use this prospective plugin. Such features could include things like adding characteristics to the trainer ("Scatters things often" or "Highly persistent"), or even add an option to give their avatar a type of voice. How difficult would it be to implement where a developer could add more features to the plugin for a game they are making? I believe in the idea of making this plugin something that could be developed further by a third-party fangame developer, but I want to hear if this would be difficult to achieve.

Thank you for your time, and please let me know what your thoughts are for this feature.
 
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