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### Topic

#### Custom Clothes

I was thinking perhaps, sending out a clothing template, and let people create their own designs and such. Granted, it's pretty early on in the game, so I wouldnt expect this soon. But I could see this being a nice feature.

Posted 21 months ago by Tog | Permalink

### Replies

- I don't know...limiting options has the effect of expanding creativity, and I feel like being able to make custom clothes might counteract that.
  Posted 21 months ago by Cupcake | Permalink
- Not to mention that there's pretty much guaranteed to be some folks that will try to make "clothes" to give their Glitch visible genitalia, which would be downright disturbing. This is one idea I'm gonna have to pass on.
  Posted 21 months ago by Doc Oblongata | Permalink
- LOL Doc, I don't think it would have to be quite that open to creativity. But, let's look at pants. Maybe you could be given a choice of length, color, hemmed or ragged, zipper or button, color of button, belt, buckle.... Stuff like that could be fun.
  Posted 21 months ago by Pirate Apples | Permalink
- maybe, but like I said, that might keep people from being creative because they have so many options.
  Posted 21 months ago by Cupcake | Permalink
- @Pirate Apples - that would be better but I find myself still agreeing with Cupcake. Plus, I imagine the whole credits system is intended to be a way that Glitch can eventually make money for itself, by selling 'premium' wardrobe items to players.
  The ability to customize clothing to that degree might impinge on that, unless custom clothing itself was one of these credit-purchased premium items. Even then, it would have to be the most expensive of premium items in its category, or there'd be little to no reason to purchase anything else with your hard earned credits.
  Posted 21 months ago by Doc Oblongata | Permalink
- @ doc, I can see where you are coming from. And given full customization of their outfits, we would run into that undoubtedly
  .
  So what I would suggest, is a system of professions, of which a person can only take one or two. One of those professions could be tailoring, in which that specific person could have access to those more minuscule details or customization, and sell the "blueprints" for the outfits. But professions i suppose are for another topic
  Posted 21 months ago by Tog | Permalink
- It seems to me that clothing is going to be one of the ways where we can support the game by buying and using our credits once those are available. Also, it looks to me like each item is tied to a ID number and call from the programming side of things. The most customization I could possibly see is maybe a set of t-shirts where you can put your own text on it or something like that. The more items a person can wear and how, the longer it will take for sprites to load in the game and so on.
  Not that it wouldn't be cool to have huge amounts of customization, but there's still system strain and the like to consider. Last test I saw a lot of wire-framed people as my computer waited to get their looks from the server. If I have to wait thirty seconds to see your cool new look or pull up your profile, am I really going to care?
  Posted 21 months ago by Riversong | Permalink
- I think Stewart mentioned a long time ago that Glitch was considering a "threadless" model, where artists could submit designs that players would vote on. get enough votes and the developers create the clothing item and put it up for sale.i like this idea, but thing the game *needs* small and simple customization that anyone can do. things like putting stock symbols or words on a t-shirt, or building simple 5x5 block patterns using a grid interface, and having that pattern tiled on specific clothing items.
  Posted 21 months ago by striatic | Permalink
- First of all I would like to say that more options expands the potentiality of creativity.
  Secondly if each item is already assigned an ID number which it is retrieving from the servers what difference does it make if that ID number is assigned to a stock piece of clothing or a custom designed piece of clothing ?
  Third, could not tailoring be added as a skill set in the existing scheme without adding another aspect called professions and accomplish the same thing ?
  I for one am all for customization of anything and everything they will let me play with, though at the moment I would be happy if I could have my sunglasses,.....
  Posted 21 months ago by Divine~ | Permalink
- I was thinking of it more as resource allocation. In the simplest character design, you'd use a table for each avatar, with a value assigned to each wear location that corresponds with the item being worn. In the case of the hair, though, I have both item type (hairstyle) and color. That's probably the first level of customization I can see being done, because it's only a byte or four of information.
  Maybe I'm showing my age in when and how I learned computing, back when disk space and memory management was a lot more vital than it is now, but I'd want to limit how much information I have to transmit about each sprite on the screen because the more I save on appearance, the more I have to use on the stuff that isn't visible.
  So there's a fine balance to having a degree of customization without sending large amounts of data back and forth(which then translates to lag).
  Posted 21 months ago by Riversong | Permalink
- "Maybe I'm showing my age in when and how I learned computing, back when disk space and memory management was a lot more vital than it is now, but I'd want to limit how much information I have to transmit about each sprite on the screen because the more I save on appearance, the more I have to use on the stuff that isn't visible."
  Glitch rasterizes and caches the sprites upon avatar creation before sending them out to the browser client.
  the avatars are essentially a combination of flat, raster images at that point. as such, limiting the customization to hair colour wouldn't really limit the data to 4 bytes.
  Glitch does this rasterization for performance reasons. animating vector avatars directly in the flash client is just too processor intensive for many computers, given the avatar and landscape complexity Glitch offers.
  Posted 21 months ago by striatic | Permalink
- @stratic I meant the pointer, not the actual image itself. I realize that any rasterized image, regardless of the efficiency of compression and lossy percentage, will be a lot larger than 4 bytes. I'm almost curious to know if the amalgamated image is resident in a person's account information, or assembled at first instance in a session, but that really doesn't matter from the client end.
  I grew up listening to my parents working out developmental issues with IBM large scale systems, and learned most of what I know from asking them or the people who specialized. I can't code my way past 'Hello, World', but I did inherit a brown thumb.
  Posted 21 months ago by Riversong | Permalink