Artist: If we do it that way, we’ll have to hard-code the information directly into our content and it will mean we have to create and maintain like four times as many files…
Programmer: If we don’t do it that way, we’ll have to code a whole new system to handle it dynamically and it will cost performance, memory, code maintenance, and bug tail…
Tech Artist: I could write a script that generates the files for us. Everybody wins, right?
This is my first attempt at using Unity’s particle systems. I have to say, it is really fun to tweak–way too easy to waste a bunch of time on at a stage in a project when it really isn’t that important.
So in the last post I covered the easy model creation pipeline I was working on. Since then, I solved the final piece of that puzzle which is to automatically generate the rig. All of that is rather boring so I’ll save it for another day. Today, I want to show the point of all that, which is to animate! I got two animations setup, east idle and east run. Check it out!
I’ll fill out the north, south and west (maybe mirror east?) and then post some more videos.
In the skeletal animation experiment I created the model by hand, placing one polygon per pixel using an image plane as a template and then manually setting the UVs to match up with the sprite. That was way to tedious and definitely not scalable. I wrote a handy little python function that will take a sprite as input and do all the work for me :-). Check it!
I think I’ll still need to create the “rig” manually. There will be one unique rig per direction, with east/west potentially just being a mirror. After I create one decent quality animation set and I automate the rigging process then I am confident that this will be my pipeline.
One of the next things I want to figure out is how I’ll handle the character animations. I’ve been using the tiny dungeon sprites from Oryx Design Lab, and I had been thinking that skeletal animation might help bring them to life in an interesting way. I didn’t quite know how I would do this so I did some research and there are a ton of options to try out, from Creature to Spine2D, to Maya, and even Unity itself supports animation from within the editor. Here is my first test:
I brought the 16×16 sprite into Maya and slapped it onto an image plane, scaling it up 100 times until each pixel was 1 grid unit, and then I made a 1×1 polygon plane for each pixel. I ended up using a planar projection and using the sprite as a texture, but I think it may be more efficient to either use vertex colors or a tiny 1D texture that has the 8 colors the sprite has in it.
This animation is just a simple waving idle, so I want to do another test with more action like a run or an attack. I like where it is going so I want to see if I can take it to the limit as well, with FX and everything. Then I want to see if I can streamline the setup process by automating the manual steps I did to turn the pixels into polygons. Cheers!
- Movement is turn based like most roguelikes
- Projectile movement is continuous, so you’ll have to move to dodge them
- I’ll have a pixelated art style, probably 16×16 for most characters and environment tiles, however the characters will use skeletal animation
- It will be the inverse of Rogue Legacy in that, you venture outside of a castle into a new environment after each death
- There will be weather and survival elements like Unreal World, but less so.
- Your progress is measured in how many days you survive, like in Neo Scavenger