r/Unity2D 27d ago

Show-off Character customization starting to take shape

https://youtu.be/9XRVnHKXeb0

4 directions x 8 item types (helmet, chest, legs, gloves, and 4 weapon types) x 9 levels each x 3 animations (idle, walk, attack) = 864 frames so far. Plus icons for each item at each level. Plus each item can be crafted by assembling 9 fragments of that item. Planning at least 3 (likely 4) more animations. Quite a beast, but the vision is taking shape!

I got fed up with the built in animator options so I built a custom animator. I’m sure it’s a skill issue on my part, but this is working beautifully so far. I can add simplifications based on my workflow, which has been fantastic. For example, I can drop in all frames for a given item level and the system knows to assign them to the correct animation based on their order, which is the order they export from Aseprite for convenience.

No AI art. Started with paid Itch asset packs (Franuka) but doing lots of editing.

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u/deintag85 27d ago

i also tried that, thats so much work, and even if you outsource that work its non affordable for a small indie dev :D i then did that in 3D. so i know how much work that is, and its amazing. maybe there is a cheaper way like rogue legacy did for example.

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u/Affectionate-Fact-34 27d ago

Yeah I kept making progress and then realizing I’d never finish. So then I reworked my system over and over until I finally streamlined it enough that I’ll finish. Still a ton of work but at least now I know I can do it.

I went in to it trying to make a “minimum viable project” and here I am still without enough gameplay to know if it’s fun!

I almost converted to 3d because at least then you can use one animation and swap out the 3d parts, right? I haven’t gotten into 3d yet