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Topic: 2026/5/6 Update

Not a huge update. My kids wanted more character creation options. smile I may make different starting areas (tutorial areas) based on these choices in the future...

May 6, 2026:
Added hair color, hair style, and age options to character creation.
Unified part of the network protocol relating to character display.

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Re: 2026/5/6 Update

I like it.
But.. what about an "old" age option. -50% speed & white hair  lol   

Is this using the existing hair styles and fixed colors? or did you change colorization?

You may want to add a script function to launch this for barber NPCs.

We still have multiple unused hair & beard graphics from 2009. It's the old resolution, but compared to the hair that is in game now, these have alpha channel, portrait, and "item" art. 10 hairstyles and 7 beards (some beards are stack-able. The mustache is compatible with all the other beards for example, and goatee / mutton chops have mixed compatibility).

Just dusted off these vintage frames from the 2009 art vaults  big_smile
https://i.ibb.co/cSFT2cr7/Hair-Beards.png

https://i.ibb.co/gb9tz8zv/Beard2.pnghttps://i.ibb.co/vxY46w70/Fem-Hair.png

Some are compatible certain hats & helmets, but would need a way to handle mismatching hair/beards and helmet combos, as well as stacking order:
https://i.ibb.co/8gGpcxvN/Beard.png

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Re: 2026/5/6 Update

I had taken the existing art, and made modified objects so colorization vaguely matches between them.

They are, presently:

"straight hair" (short on male, long on female)
"braided hair" (same art on both)
"short hair" (bowl cut on male, bob cut on female)

There is also a character-specific "hair color" which colorizes all parts. Having this be only one color is a bit unrealistic, I grant, but it's easy, and lets scripts set hair color independently from hair style.

Using those will definitely be a project, but the server does have indeed have separate slots for beard, moustache, etc., so we certainly can in the future. Those all have separate art for male and female? The item art looks very male in all of them to me?

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Re: 2026/5/6 Update

I understand it would be a detour to implement a cosmetic overhaul. But, figured while you're looking at this aspect I'd highlight the art.

Indeed, the "item" view renders are too masculine to be suitable. They were originally concept art for a barber interface but never fully finished it. I could reconstruct the scene to make male/female versions, or a more generic mannequin.

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Re: 2026/5/6 Update

Separate male/female version are definitely better, since that gives a better idea of what it would look like. No real upside to the other. With beards etc. we certainly could make a more elaborate character creation screen. Definitely a thing to do in the future.

Hmm.

As to a barber interface, I need to make it so scripts can display art inside conversations generally / have options that are not just a listbox. I haven't quite figured out the best way to do this, but it'd enable things like bookshelves and minigames. First thing is to have it not re-create the dialog box every time you click an option. This is in my plans short-term, so maybe implementing a proper barber interface is not *too* far off. There are some questions, such as, if you have art in the conversation, do you have it fade between messages? or move if the picture still exists in the new message? etc.

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Re: 2026/5/6 Update

Ah, not too sure. NPC dialog seems like a listbox most of the time. But, when the dialog is used for trading, or non-dialog things it seems clunky.

I'd like to see more interface interaction, whether it's an NPC, a barber, bookshelf, or mini-game. For example, an NPC's "buy" dialog option transition to a more visual based trade window. GUI elements like inventory grid, buttons, and mouse-over items for more information, prices. A barber or other specialized interfaces would probably be easier if you had a framework for that.

It's a plus to have click-drag interaction with your inventory to & from entities like containers, or a crafting stations. Say you have an interactive smelter, cook station, etc- GUI shows inventory slots for fuel, raw inputs, and output with some basic buttons or visual elements. 

In fact, with robust scripted GUI, you could overhaul the skill interfaces as well and have it flexible rather than hardcoded. But, like everything in Faldon, it's easy to get bogged down or sidetracked on projects haha.


Anyhow, for a barber preview display, it seems like the portrait art might be better. I did happen to save the scene for these "item" pics though. Re-rendered the item pics with male & female versions in 4x. I'll send you an art pack if you want to take implement anything.


sample below
https://i.ibb.co/Nd2SHWxf/Hair-Beards.png

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Re: 2026/5/6 Update

That is true - the portrait art could be colorized for a 'mannekin', or it could just show their actual character.