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Clothing Styles
Clothing Styles
Overview
The attire of characters shows an appreciation of fifties fashion although styles have degraded in the absence of an advance in culture. Designs may in some parts mimic clothing from the idolized fifties, however nothing should be a perfect replica. Some small accessories (i.e.: hats, gloves, jewelry, etc.) may have survived and will be worn prominently. Also, due to the region of the country in which the game begins, there will be some influence from western clothing styles (think cowboys and plains indians). Some more modern accessories from the fifties will also be in high demand, for example nylons.
In general, clothing has become more utilitarian in nature as well as dependent upon the local natural production of fabrics and leather. This leads to a muted color palette, although salvaged remnants from pre-blast may appear in small quantities. Clothing from pre-blast is patched constantly and most fabric has become very dull with usage. People may have special occasion outfits which still directly reflect the fifties but are faded from storage. Make-shift armor is similarly hand crafted from whatever materials can be acquired. Leather and bits of scrap metal are common elements. We will be compiling a resource of example fabric swatches grabbed from period advertisements to assist in design choices. Any synthetic materials in existence will be extremely rare.
As a populace finds it easier to complete basic survival needs there will be more time for craft practices. Thus, as areas develop an increase in artisanry will be seen in their clothing and objects. Less developed areas will show simpler dress and basic items without embellishment. Flourishing areas will show a large variety of decoration and ornamentation. Such advancement will be implemented in sync with the increase of technological levels, as it can be assumed that this would imply the proper conditions for such activities (Character Generation System).
A lack of industry has forced the populace to rely on local seamstresses for most of the things they wear. Homespun articles remain a natural color as dye is not easily attainable nor affordable. Clothing from before is patched constantly and most fabric has become very dull with usage. People may have special occasion outfits which still directly reflect the fifties but are faded from storage.
Make-shift armor is similarly hand crafted from whatever materials can be acquired. Leather and bits of scrap metal are common elements.
The majority of accessories will be weapons, however there may be a few exceptions. All accessories will be designed adhering to a similar set of principles as articles of clothing. Many accessories will be make-shift and advancement will depend on the technological level of an area. However, it is possible that a Player Character may stumble across some items from pre-blast, although these will be rare instances and the items will be very valuable.
Player Characters
All Player Characters will start with a basic clothing set. This will by no means be a set of rags as is typical of many games. The clothing should be interesting as the player may never change it within the course of the game. However, the player may gain certain advantages by changing clothes (Character Generation System).
Creation of Assets
Clothing will be designed with a wide variety of combinations in mind. This will allow for the easy production of a large group of characters who still retain some variety in appearance. When items are created they will be given identifiers which relate to the categories they belong to. It will also be determined how expensive the items would be (cheap, regular, expensive). For each Tech Level Group (5 groups in total) a unique set of clothing under the following three categories (Plain/Average/Flashy) will be developed. It will include a Male Set and a Female Set.
Plain/Average/Flashy
Plain
This is the lowest of the low as far as simple clothing goes. Natural fibers and simple cuts. Basic accessories made from easy to obtain materials. No actual remnants from the fifties should be in use. Average Cost: Cheap.
Average
Similar to the plain clothing, but now start considering patterns quintessential to the fifties. The New Look Dress or the classic fifties suit. Also think about some western influences. Very very rare use of actual fifties items. Average Cost: Average.
Flashy
This clothing is generally going to be more expensive and possibly utilize some remnants from the fifties. More colorful, but with lower technology levels most will still keep to colors easily obtainable from natural dyes. Definitely some sign of fifties patterns in the cut of the clothes. Also possibly some small fifties accessories. Average Cost: Expensive.
Additional Categories
Faction (Progressive, Regressive, Static)
Some factions may have very specific choices as far as clothing (i.e. uniforms). But most will simply have a preference for a certain type of clothing. Thus, unless a uniform is required, specific designs in this category need not be made. Average Cost: Non-applicable.
Organization
All clothing and accessories designed for this category will be specific to professions or titular positions within a town. In game play they will be randomly attached to generated NPCs who have been designated for those positions. For example, a blacksmith?s apron or a mayor?s badge. Average Cost: Non-applicable.
Unique Items
These items will not be limited only to one technology level, however how common they are will change. But they will be either remnants from the fifties or specific accessories that are not incorporated with clothing designs. Average Cost: Cheap - Expensive.
Clothing Styles
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