2D Infinite Character Forge - Horror
Lucasoft Arts
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Create infinite animated pixel Horror characters with 2D Infinite Character Forge – a Procedural pixel character generator and animator.2D Infinite Character Forge - Horror Edition generates animated pixel-art monsters for horror games, in endless variety. Every character is built procedurally from a person (age, build, skin tone, face, hair) with a role, a monster layer, a zombie stage, a spirit form and gear quality on top. You can make thousands of different vampires, zombies, ghosts and slashers, and none of them comes from a fixed sprite sheet.17 roles in five groupsUndead: vampire, zombie, skeleton, mummy, stitched creature (Large size class)Spirits: ghost, sheet ghost, reaperFolk horror: witch, scarecrow, cultistSlashers: chainsaw maniac, masked stalker, shears slasher (original archetypes, not based on any film character)The living: monster hunter, priest, survivorGhosts and lights that glowGlowing eyes, ghost light, lanterns, candles, torches with embers, flashlight beams, glowing staff tips and carved pumpkin faces are written to a separate emission mask that works with Bloom. Lights can be Steady, Pulse or Flicker. They flash when the character is hurt and go out when it dies. Any character can become its own translucent ghost, hovering over a pool of ghost light with its legs fading into a wisp.Fully customizableMonster bodies: flesh, skeleton, mummy wrappings or straw, plus stitches, claws and bloodFive zombification stages (Bitten, Turning, Risen, Rotting, Decayed) that combine with any role, so you can make a zombie vampire or the ghost of a slasherGear quality on six slots. Each slot has a material (Rotten to Silver), a craft level and a condition from 0 to 100, shown as rust, dirt, tears, patches, dents and blood. Seven quick grades run from Junk to Hunter and Bloodied.A horror catalog: 25 weapons (scythe, cleaver, chainsaw, giant shears, wooden stake, crossbow, shotguns…), 6 off-hand items, 17 headwear choices (deep hood, witch hat, sack mask, porcelain mask, pumpkin head…) and 25 outfits, plus capes, shrouds, chains and rosariesEditable People presets, so you can define your own population (skin, hair, ages, builds) in the Inspector with a live previewDeterministic seeds: one seed gives you a survivor, the zombie they become and the ghost they leave behind23 animation slotsIdle, Walk, Run, Jump, Attack, Shoot, Reload, Block, Roll, Hurt, Die and more. There is a zombie set (Shamble, Lurch, Grab, Bite) and a horror set: Stalk, Lunge, Float, Phase and Rise (out of the ground).WorkflowAn editor window to generate, edit and preview characters in Color, Emission Mask or Glow viewExport to PNG (with _Emission.png), editable prefabs, presets or baked animated prefabsLive generation and editing at runtime through a simple C# APITwo sample scenes: a night graveyard where every character is generated live, and a showcase of every roleFull editable C# source, English documentation and an optional URP integrationNo online service: everything runs locally and offlineSuitable forHorror and survival games, action platformers, roguelikes, top-down and side-view RPGs, Halloween games, zombie shooters, dungeon crawlers and game jams. It suits any 2D pixel-art project that needs a large, varied cast of monsters and monster hunters.Characters are small pixel sprites, about 17–22 px tall (Large creatures 26–32 px), and look best at integer zoom. The package covers visuals only. It does not include gameplay systems such as damage, AI or infection logic.Package type: Editor tool + runtime library (procedural 2D pixel-art character generator for horror games). There are no pre-made sprite sheets. All character art is generated by C# code, either in the Editor or at runtime.Generated imagesFrame size: 112×80 px by default (a 32×32 style canvas plus padding for animations; the style canvas can be set from 16 to 128 px). Large characters get 16 px more in each direction (128×96).Characters are about 17–22 px tall without headwear; the Large size class (stitched creature) is 26–32 px tall. The sprite pivot is at the feet; 16 pixels per unit by default.Color depth: 32-bit RGBA (Texture2D RGBA32, point filtering, no mipmaps)Transparency: binary alpha (fully transparent background). Partial alpha is used only on spirit-form/ghost characters, the Phase animation and fading lights.Emission: a separate emission mask texture per frame (glowing eyes, ghost light, lanterns, candles, torches, flashlight beam, pumpkin faces) for use with BloomExport: PNG at integer scale 1–16× (optionally with _Emission.png), editable prefabs, baked animated prefabs (sprite atlas per animation, plus emission atlases), JSON presetsContent17 roles in 5 groups (Undead, Spirits, Folk Horror, Slashers, The Living); unlimited variations from seeds4 monster bodies (flesh, skeleton, mummy, straw), 2 size classes, spirit form, 5 zombie stages25 weapons, 6 off-hand items, 17 headwear types, 25 outfits, 5 armour/strap types, 4 capes/packs, 4 neckwear itemsGear quality: 5 materials, 3 craft levels, condition 0–100, 7 preset grades6 glow colour presets; Steady, Pulse and Flicker light patterns23 animation slots: Idle, Walk, Run, Jump, Die, Hurt, Block, Celebrate, Attack, Roll, Reload, Attack1, Attack2, Shoot, Shamble, Lurch, Grab, Bite, Stalk, Lunge, Float, Phase, Rise (3–12 frames each)Included files: 81 C# scripts, 2 shaders and 2 materials, 2 demo scenes, 19 documentation preview images (6 PNG, 13 GIF), documentation (Markdown)ArchitecturePure C# engine (no UnityEngine dependency) with thin Unity components (PixelCharacterView, PixelCharacterAnimator, PixelCharacterEmission)Editor window with Color, Emission Mask and Glow preview modes; inspectors; prefab exporterSeparate assembly definitions: Runtime, Editor, Samples, TestsMain API: HorrorLibrary.Generate, CharacterAnimationRenderer.RenderFrame, PixelCharacterView.SetRole / SetHorror / SetSpirit / SetZombieStage / SetGrade / SetQuality / SetEquipment, plus animation events (AttackMoment, ShootMoment, ReloadMoment, AnimationCompleted)Characters are serialized as JSON-compatible data (CharacterDefinition)Deterministic: the same preset and seed give the same character on every platform (integer-only random numbers and rasterising)Dependencies: None required. Optional: URP + Shader Graph for the included lit sprite shader; a Bloom post-process (URP Volume or Built-in Post Processing) for the glow; Unity Test Framework for the 32 included EditMode tests.Platforms: All Unity platforms (managed C# only, no native plugins). On WebGL, generation runs on the main thread; on other platforms the demo uses worker threads.Limitations: Animations are visual poses only. Movement, collision, damage, infection, haunting and AI are handled by your game. Lights are emissive sprite pixels, not Unity Light components. Spirit characters need a transparent sprite material (the defaults are). The optional URP material is for the URP 3D renderer, not URP 2D lights or HDRP.Unity version: 2022.3 or newerDesign helpBug huntProblem solvingDevil's advocatePackage creation




