Bodies

Worth having it’s own subsection, character bodies are fairly complicated. Slave Craft is going to support the largest number of body types as possible, restricted only by design and implementation realities. I want players to be able to have whatever kind of body they want, and to interact with characters and slaves that have their desired body types too.

Body Structure

The game supports three basic body structures; Humanoid, Taur and Animal. Humanoids stand tall on two legs. Animals walk on all fours. Taurs represent a mixture of the two, having a lower animal body, and upper humanoid one. Every character has one of these body types. These types have no serious bearing on other parts of the game, meaning that even animals like dogs, cats and horses are implemented using the same character system. The only distinguishing factor is their stats.

Races and Breeds

Slave Craft supports many body types. The way this works is by categorizing all body types by Kind and Breed. A Kind represent the overall type body, like human, or dog. Breeds represent variations of that kind, like elves, or german shepherds. The system allows for a mixture of Kind and Breed, meaning you can have “half breeds” like mixed elf/human, or mixed elf/german shepherd. Finally, a separate value represents how “Humanoid” the creature is. Characters with a high humanoid walk on two legs, and behave like humans, while characters with a low humanoid value appear and behave more like animals. Using this system Slave Craft can support a vast variety of body types and mixtures.

The following is the current list of planned supported Kinds and Breeds:

  • Human – Elf and Dwarf are represented as Breeds of human.
  • Beast – Such as Goblin, Orc, Ogre, and Troll.
  • Animal – Like Dog, Cat, Pig, Horse, Rabbit, and much more.

Body Structure

Character’s bodies have a complicated structure in Slave Craft. Bodies are made up of a tree of Appendages. Each appendage represents a single body part. Appendages have a set of associated stats which help define them, and depend on the type of appendage. Some examples are skin color, hair color, length,

The reasons for this is body structure are multiple:

  • Dynamic injuries and amputation are not present in very many video games (if any), but I want them to be in Slave Craft.
  • Everyone has preferences, and some of you out there are weird. I want you to be able to create that weirdness in Slave Craft.
  • Different body types and structures have consequences, and those will be realized using the Ability system.

Clothing & Attire [WIP Warning]

You will be able to wear a vast variety of clothing in Slave Craft. The plan is to have clothing cover specific body Appendages, and allow a layering of clothing. This means you can do strange things, like wear multiple layers of underwear.

Clothing serves several obvious purposes.

  • It increases modestly (Or more accurately, covers immodest Appendages).
  • It helps represents gender.
  • It can provide utility (Weather and temperature have no current design).
  • Finally, it can restrict a character, like bondage (Some type of clothing include ‘locks’).

Abilities & Restrictions

What makes Slave Craft different from other games, is a system for understanding what a character’s physical capabilities are. Abilities are granted by the appropriate Appendages. They give characters the ability to perform certain actions withing the game, and help determine the effectiveness of those actions. For instance, a character with no hands, like a dog (paws are not hands) or an amputee is unable to wield tools or weapons. Abilities can then be restricted by Attire, and other environmental conditions. For example; a blindfold can render a character “blind”, and a stockade can restrict a characters’ arm movement and ambulation.

The current design has the following basic character abilities:

  • Vision – How well a character can see, if at all. Eye injury, sickness, or amputation can lead to impaired vision or blindness.
  • Hearing – How well a character can hear.
  • Speech – How well a character can speak.
  • Biting & Consumption – Whether a character can chew solid food, or swallow.
  • Hand & Arm Mobility – How easily a character can move their arms or hands, grasp objects, point, etc.
  • Ambulation – How well a character can move around by crawling, walking, running, etc.
  • Others – As the game is developed, and the design fleshed out, Abilities will likely be refined.