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Old 12-29-2006, 05:05 PM
Windcatcher
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Join Date: Jan 2002
Posts: 1,175
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For all icons, they should be 44x44 pixels.

For spell icons, I need something that covers a broad spectrum of spell types, both beneficial and harmful, for instance healing, protection, attack (fire, lightning, poison, etc.). Maybe one icon for teleporting, one for spells that affect movement, and so on. Basically just one icon per general category.

For items, I need one icon for each type of item: one for chest items, one for pants, one for arms, one sword icon, one shield icon, one staff icon, etc. I don't care about cloth vs. leather vs. chain at this point, just a basic set that allows me to put together a deployment without the need for anything from EQLive. It also wouldn't be a bad thing to have a generic icon (maybe a question mark or something) for items where we need to show something but no specific icon exists yet (like for rings, books, etc.)

I know I've been pretty secretive so far. Let's assume for a moment that we have a client, in the sense of an executable program and associated UI graphics. A playable deployment of it (that is safe from any SOE attack) requires at a minimum the following:

- a handful of zones
- a couple of player models
- a few mob models so players can kill things
- a slate of spell icons
- a slate of item icons
- a spell file with original spells/stats/effects, etc.
- an original game text file (not hard to produce but requires inventorying all of the numeric text references that EQEmu servers send to the client)

In addition, it would have to have the following qualities to be really safe:

- no reference to any names in EQLive, e.g. no references to Erudites, Frogloks, Karana, etc. (though inventing our own names would be fine)
- deliberate inability to load EQLive models or zones (I know this will cause howling but if it isn't done then everyone will just use SOE content and we'll be worse off)

A bit at a time we're getting there. I just finished my human model (even the monk look) so now we have at least two fully playable races). Next I'll take a crack at making a humanoid monster model, which I think will be a lot easier since I'll only have to deal with only one body type (since players have to have a robed variant, which makes everything a lot harder). Then people will have something other than snakes to kill (grin).
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