Having spent the last two hours with lead developer, Josh Sawyer, we decided to release him back to work....and he was called downstairs to a meeting, most of which he had skipped in favor of continuing our discussion. We shook hands and sent him on his way. Senior producer, Ryan Rucinski collected us and took us into his office. I was curious about animations and changing the colors of things so he opened up the toolset.
Colors & Tinting In the Toolset
I asked Ryan whether or not dragons' colors could be changed right out of the box. He decided to show rather than tell. In the creatures list, four dragons were listed and he opened one up (an ancient black) and we commenced to paint it with vibrant pinks and yellows to determine how much of the base color could be changed. Honestly, not much of the exposed skin color could be altered. Yet when we got to the armor, things really changed. Ryan played and applied colors all over the place. By the time we were finished, the dragon was hot pink with dazzling lime green highlights.
Once we finished playing with the dragon, we pulled up a bugbear chief and changed his body hair to a shocking lemon yellow, though the effect had to be placed overall instead of in specific spots as with the dragon. It seems bugbears are somewhat monochromatic. We did change his belt and accessories to other colors. By the time we were finished, he was ... er ... unique.
The ability to change colors and apply highlights right "out of the box" is huge and available right off the bat. The color palette is broad and the interface for choosing colors is very easy to use and apply to creatures and objects. As environmental artist Scott Everts told us at the beginning of the day, the toolset is the same one that the developers use. If it looks good in the game as created by the developers, it can be done by 'casual' users as well.
Combat Animations
Combat animations were next on my list and I launched a series of rapid fire questions at Ryan. Each character will begin with two animations and 'earn' two more, one at BAB +5 and another at BAB +10. These four animations will run in a random cycle when in attack mode.
In addition to these four "base" moves, there are more moves specific to the various weapon types. One handed weapons have a set of animations as will two handed weapons. Swords will strike differently than staves. Axes will look different than clubs, etc. Honestly, we didn't think to ask about bows but the assumption (yes, my mother warned me about those...) is that ranged weapons will share in the glut of animations as well.
Additionally, certain combat feats will have their own animations: Power Attack, Cleave, Great Cleave etc. Each has its own look. Collectively adding the animations together renders a HUGE number and variety of attack appearances. According to Ryan, it's impossible to assign an actual number to the breadth and variety of combat animations.
Read more about Races & Classes.