1.6 KiB
MVP Character Proxies
The 0.1.O investor visual pass introduces first playable character proxies for the startup character selection flow. These are not final production humans; they are practical, human-scale stand-ins that remove the single default dummy presentation while the final realistic character art pipeline is still pending.
Current Proxies
- Young adult male:
/Game/Characters/Mannequins/Meshes/SKM_Manny_Simple - Young adult female:
/Game/Characters/Mannequins/Meshes/SKM_Quinn_Simple - Male workwear material:
/Game/Agrarian/Characters/Materials/M_AGR_CharacterProxy_Workwear_Male - Female workwear material:
/Game/Agrarian/Characters/Materials/M_AGR_CharacterProxy_Workwear_Female
The materials use muted earth-tone workwear colors so the character reads as an Agrarian survivor/pioneer proxy instead of an untouched template dummy.
Runtime Flow
The MVP frontend stores the selected young-adult archetype. When the loading
segment closes, it issues AgrarianSelectCharacter male or
AgrarianSelectCharacter female. The player controller records the selected
proxy and applies the matching mesh/material to the possessed Agrarian player
character.
The character asset folder is always cooked for investor builds so both proxy materials remain available in packaged clients.
Replacement Path
Final character work should replace these proxies with grounded realistic human assets, production clothing, age/condition variation, and replication/persistence of visual state. The current C++ selection path is intentionally simple so final assets can slot into the same male/female archetype switch without reworking the menu flow.