2D Infinite Character Forge - Vikings
Lucasoft Arts
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Create infinite animated pixel Viking characters with 2D Infinite Character Forge – a Procedural pixel character generator and animator.2D Infinite Character Forge – Vikings Edition is a procedural pixel-art character generator for Unity. It builds Norse characters from editable parameters instead of shipping fixed sprite sheets. Pick a race, a role and a seed, click Generate, and you get a fully animated character that you can keep editing, export as a prefab or create at runtime from code.Built for the Viking age, open to fantasyThe package has 18 Norse roles in four groups. Warriors: jarl, huscarl, hirdman, berserker, ulfhednar, shieldmaiden and raider. Folk: bondi, thrall, smith and hunter. Mystics: völva, skald and goði. Undead: draugr, haugbúi, einherji and mara. Every role works with every race, so you can make a dwarf shieldmaiden, an orc berserker, an elf seeress or a goblin thrall. Each role picks from weighted tables of clothes, colors, weapons, armor and jewelry, so one role produces endless different people from different seeds.Fully customizableEverything the generator picks can be changed afterwards:Body and face: race, anatomy, face, ears, hair, beard and skin.Outfit and gear: clothing, armor, helmets, cloaks, gloves, boots and neckwear, from 48 weapons, 18 shields and offhand items, 51 helmets, hats and hoods, 19 armors and 26 outfits.Colors: independent color groups for weapon, shield, helmet, armor and accessories.Linden shields: 8 painted designs with two paint colors each.Gear quality: the same item can be rough bog iron or runesmith-forged star iron, polished as new or rusted and falling apart.You can also create your own race presets and style profiles to extend the look.Undead for every characterAny character, of any race, can turn into a zombie step by step: Bitten, Turning, Risen, Rotting, Decayed, and finally a bare Skeleton that keeps its helmet, mail and weapon. A character can also become its own glowing, translucent ghost. Both effects are layers on top of the character, so turning back takes one click.Animated and game-readyEach character has 22 animation states: Idle, Walk, Run, Jump, Die, Hurt, Block, Celebrate, Roll, five attack, shoot and cast states, Reload, and a dedicated undead set (Shamble, Lurch, Grab, Bite, Rise, Float and Phase). Animation events tell your gameplay code when a strike lands or an arrow is released. Characters export in three ways:Editable prefabs that can change appearance at runtime.Baked animated prefabs that share sprite assets, which suits large crowds.PNG images and JSON presets.Suitable genresIt fits Norse and fantasy RPGs, roguelikes, strategy and tactics games, auto-battlers, colony and settlement sims, action platformers, horror and survival games with undead enemies, and any project that needs many unique NPCs or enemies in a consistent 16×16-style pixel look. The full C# source is included, together with two demo scenes, sample scripts, EditMode tests and offline documentation.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)A standard human is about 19 px tall including the outline; race anatomy and headwear change this (hats add 2–6 px); 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 spirit characters, their ghost-light pool and the Phase animationExport: PNG (integer scale 1–16×), editable prefabs, baked animated prefabs (sprite atlas per animation), JSON presetsContent18 Norse roles in 4 groups (Warriors, Folk, Mystics, Undead) × 8 race families with 12 built-in race presets; every role works with every race; unlimited variations from seeds48 weapons, 18 shields and offhand items (including the painted linden shield, drinking horn and torch), 51 helmets/hats/hoods/crowns, 19 armor types, 26 base outfits, 4 cloaks, 2 glove types, 3 boot types, 6 neckwear items; 8 shield designs with two paint colorsGear quality for weapon, shield, helmet and armor: 5 materials, 3 craft levels, condition 0–100, 5 toggleable wear types and 6 grade presetsZombification for every character in 6 stages (Bitten → Skeleton) or as a 0–100 progress value; spirit form 0–100 with glowing eyes (Steady, Pulse, Flicker)22 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: 94 C# scripts, 2 demo scenes, 11 documentation preview images, documentation (Markdown), an optional URP shader packageArchitecturePure C# engine (no UnityEngine dependency) and thin Unity components (PixelCharacterView, PixelCharacterAnimator)Editor window, inspectors, prefab exporter, race preset editorSeparate assembly definitions: Runtime, Editor, Samples, TestsMain API: VikingLibrary.Generate, CharacterAnimationRenderer.RenderFrame, Undeath.ApplyZombie / SetZombieProgress / ApplySpirit, PixelCharacterView.SetRole / SetRace / SetEquipment / SetGrade / SetQuality / SetZombieStage / SetZombieProgress / SetSpirit, plus animation events (AttackMoment, CastMoment, ShootMoment, AnimationCompleted)Characters are serialized as JSON-compatible data (CharacterDefinition); race presets and style profiles are ScriptableObject assetsDependencies: None required. Optional: URP + Shader Graph for the included lit sprite shader (Universal/Forward renderer, not the URP 2D Renderer; HDRP not supported); 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 demo uses worker threads.Limitations: Animations are visual poses only; movement, projectiles, collision and damage are handled by your game. Effects (footstep and impact dust, cast sparkles, motion lines) are drawn into the sprite frames, not particle systems. One three-quarter view, mirrored for left/right. The optional URP lit material is alpha-clipped, so spirits need a transparent sprite material. No vehicles, mounts or animals.Unity version: 2022.3 or newerDesign helpBug huntProblem solvingDevil's advocatePackage creation




