2D Infinite Character Forge - Shogun
Lucasoft Arts
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Create infinite animated pixel Feudal Japanese characters with 2D Infinite Character Forge – a Procedural pixel character generator and animator.2D Infinite Character Forge – Shogun Edition generates endless pixel-art characters of feudal Japan in Unity. Samurai in laced armour, ashigaru under banners, ronin, shinobi, warrior monks, shrine maidens, court nobles, oni and tengu are all drawn by code from editable parameters, with every animation included. No sprite sheets, no AI service, no online connection.Fully customizableEvery character is plain, editable data. Pick a race and a seed, then change anything: anatomy, face, hair, outfit, equipment, colours, gear quality, zombie or spirit form. Changes redraw instantly in the editor window and at runtime through a simple C# API. Save characters as presets or JSON, export PNGs, or create editable or baked animated prefabs. The full C# source is included.Feudal Japan catalogue31 weapons: katana, wakizashi, tanto, tachi, nodachi, ninjato, naginata, yari, kanabo, kusarigama, kunai, tessen, shakujo, gohei, ofuda talismans, and the tall asymmetric yumi bow.10 off-hand items: plank and bamboo shields, a kodachi for two-sword style, and carried items such as a lit paper lantern, wagasa umbrella, scroll, sacred mirror and sake gourd.25 headwear pieces: seven kabuto (horned, crescent, menpo mask…), jingasa, straw hats, ninja hood, court caps, kanzashi, and oni, kitsune, tengu and noh masks.13 armours: ō-yoroi, dō-maru, tosei, ashigaru dō, mail and more, with laced plates and a plate skirt that swings with every step.18 outfits: kimono, hakama, kamishimo, haori, shinobi garb, monk’s robe, yamabushi, miko, furisode, jūnihitoe, court robes and peasant wear.Extras: straw rain capes, horo cloaks, sashimono banners, sode shoulder plates, tabi, waraji and geta.Your own colours: lacquer, silk lacing and family crests, plus Japanese dye palettes for random generation.Gear qualityEvery weapon, shield, helmet and armour exists in five materials (crude iron to tamahagane and the legendary hihiirokane), three levels of craft, and any condition from pristine to falling apart. Six grade presets go from Rusted and Ashigaru to Hatamoto, Meitō and Ancient.Zombies and spiritsAny character can turn into a zombie step by step, from Bitten to Decayed, or become its own ghost. Ghosts are translucent, hover above the ground and have glowing eyes.Animation22 animation states: idle, walk, run, jump, die, hurt, block, celebrate, roll, three attacks, shoot, cast and reload, plus shamble, lurch, grab, bite, rise, float and phase for the undead. Gameplay events fire on strikes, shots and casts.Suitable forSamurai action games, roguelikes, tactics and strategy games, RPGs, auto-battlers, crowds and NPCs, and game jams. It fits anywhere you need many different characters set in feudal Japan, from historical settings to yōkai fantasy. Eight fantasy race families (human, elf, dwarf, gnome, goblin, orc, undead, aquatic) can wear the same gear, so a dwarf ashigaru or an orc samurai is one click away.TechnicalUnity 2022.3 or newer; Built-in pipeline, with optional URP lit material.The core pixel engine is pure C# with no external dependencies.Includes sample scenes, among them a battle standoff demo that keeps generating new characters, plus documentation and EditMode tests.Separate namespace and assemblies, so it installs alongside the other 2D Infinite Character Forge editions.Package type: Editor tool + runtime library (procedural 2D pixel-art character generator). No pre-made sprite sheets: all character art is generated by C# code in the Editor or at runtime.Generated imagesFrame size: 112×80 px by default (32×32 style canvas plus padding for animations; the style canvas can be set from 16 to 128 px)Characters are about 15–25 px tall, plus helmet crests, banners and long weapons; the sprite pivot is at the feet; 16 pixels per unit by defaultColor depth: 32-bit RGBA (Texture2D RGBA32, point filtering, no mipmaps)Transparency: binary alpha (fully transparent background); partial alpha only on ghost/spirit characters and the Phase animationExport: PNG (integer scale 1–16×), editable prefabs, baked animated prefabs (sprite atlas per animation), JSON presets, 64×64 equipment product imagesContent8 race families and 12 race presets (human, elf, dwarf, gnome, goblin, orc, undead, aquatic); unlimited variations from seeds31 weapons, 10 shields and off-hand items, 25 helmets, hats and masks, 13 armor types, 18 outfits, 4 back items, 3 glove types, 4 footwear types, 4 neckwear types, sode shoulder platesGear quality: 5 materials (Crude iron, Iron, Steel, Tamahagane, Hihiirokane), 3 crafts, condition 0–100, 6 grade presets (Rusted, Ashigaru, Samurai, Hatamoto, Meito, Ancient)Zombie layer (5 stages or 0–100 progress) and spirit form (0–100) for every character22 animation slots: Idle, Walk, Run, Jump, Die, Hurt, Block, Celebrate, Attack, Roll, Cast, Attack1, Attack2, Shoot, Reload, Shamble, Lurch, Grab, Bite, Rise, Float, Phase (3–12 frames each)Included files: 89 C# scripts, 2 demo scenes, 10 documentation preview images, documentation (Markdown)ArchitecturePure C# engine (no UnityEngine dependency) and thin Unity components (PixelCharacterView, PixelCharacterAnimator)Editor window, inspectors, prefab exporter, equipment product image windowSeparate assembly definitions: Runtime, Editor, Samples, TestsMain API: CharacterGenerator.Generate, CharacterAnimationRenderer.RenderFrame, PixelCharacterView.SetEquipment / SetRace / SetGrade / SetZombieStage / SetZombieProgress / SetSpirit, plus animation events (AttackMoment, ShootMoment, CastMoment, AnimationCompleted)Characters are serialized as JSON-compatible data (CharacterDefinition)Dependencies: None required. Optional: URP + Shader Graph for the included lit sprite shader; Unity Test Framework for the 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 standoff demo uses worker threads.Limitations: Animations are visual poses only; movement, projectiles, collision and damage are handled by your game. Effects (dust, cast sparkles, motion lines) are drawn into the sprite frames, not particle systems. Equipment is drawn into the frames, not attached as separate GameObjects. One three-quarter view, mirrored for left/right. No horses or animals.Unity version: 2022.3 or newerDesign helpBug huntProblem solvingDevil's advocatePackage creation




