2D Infinite Character Forge - Wasteland
Lucasoft Arts
$26.94
$38.49
30%OFF
(no ratings)
Jump AssetStore
Procedural, animated pixel-art characters for post-apocalyptic games. Every weapon, mask and armour piece comes in any material, craft level and condition, with rust, patches and damage built in.2D Infinite Character Forge – Wasteland Edition generates animated pixel-art characters for post-apocalyptic games. Scavengers, raiders, drifters, warlords in power armour and towering mutant giants are all drawn by C# code in the Editor or at runtime. There are no pre-made sprite sheets: every character comes from a seed, so you get an unlimited cast that stays consistent.Built for wasteland gamesEvery item has a material, a craft level and a condition, so the same pipe rifle can be a rusty zip gun held together with tape or a clean pre-war rifle with sights. Wear is part of generation: rust, dirt, sewn patches, tears, dents, bullet holes and chipped edges. Each wear pixel stays on its part through every animation, so rust on a swinging arm or a falling rifle doesn’t slide around. Asymmetric scrap armour, home-made prostheses (hook hands, peg legs, scope eyes, jaw plates) and mutations (growths, scaly skin, claws, extra eyes) give each survivor a battered, hand-built look.Suitable genresTop-down and side-view shooters, roguelikes, tactics and strategy games, survival and colony sims, RPGs, auto-battlers and crowd scenes. The characters are small (about 20–28 px, with power armour and giants about 1.5× taller), so they work well when there are a lot of them on screen. The included Standoff demo generates more than a hundred animated characters live while the camera zooms out.Fully customizableChoose a role, race, body, gear grade, prosthetics level and mutation level, or let the role pick sensible defaultsSet material, craft and condition for each of the seven gear slots, and turn individual wear types on or offEdit the equipment, side armour, prostheses and mutations on each side separatelyCreate your own races as data assets with live previews, without writing a rendererChange the art style (canvas size, outline, colors) without touching the character dataChange the appearance at runtime through a simple API; animations rebuild automaticallyAll C# source is included and editableReady for gameplayThere are 16 animations, including Shoot, Kneel Shoot, Throw (grenades and Molotovs), melee attacks, Reload, Hurt and Die. Animation events fire on the exact shot, throw and strike frames. Export as PNG, editable prefabs, baked animated prefabs or JSON presets, or generate everything at runtime. The deterministic generator gives the same seed the same character on every platform.It works on all Unity platforms with no required dependencies, and needs Unity 2022.3 or newer. An optional URP lit sprite shader is included.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). Power armour and giant frames are 8 px larger in each direction (120×88 by default).Characters are about 20–28 px tall; power armour and giants are about 1.5× taller, drawn at the same pixel size with more pixels, never scaled. 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 only on some plasma gun effect pixelsExport: PNG (integer scale 1–16×), editable prefabs, baked animated prefabs (sprite atlas per animation, with the wear baked in), JSON presets, and a material-map render for building custom masksContent8 roles (Scavenger, Raider, Drifter, Mechanic, Caravaneer, Doc, Warlord, Settler) × 14 race variants in 9 families (including the Brute and Husk mutants) × 3 bodies (Normal, Power Armor, Giant); unlimited variations from seedsGear quality on 7 slots: 5 materials, 3 craft levels, condition 0–100 and 5 wear types (dirt, rust, patches, tears, damage). 6 grade presets: Junk, Scavenged, Crafted, Military, Pristine, Relic.15 weapons (including 3 heavy weapons: minigun, flamethrower, plasma gun), 2 throwables, 12 headwear types, 10 outfits, 7 armour types, 3 shields, 5 packs/cloaks, 4 neckwear items, 9 per-side armour pieces (pauldrons, forearm and knee pieces) with adjustable asymmetryProstheses per side (arms, legs, eyes, face, torso; 4 levels) and mutations on any race (skin, growths, arms, eyes, spines, horn stubs; 5 levels from None to Abomination)16 animation slots: Idle, Walk, Run, Jump, Die, Hurt, Block, Celebrate, Attack, Roll, Reload, Attack1, Attack2, Shoot, Throw, KneelShoot (3–12 frames each)Included files: 84 C# scripts, 2 demo scenes (Showcase, Standoff), 14 documentation preview images (4 PNG, 10 animated GIF), documentation (Markdown), 36 EditMode testsArchitecturePure C# engine (no UnityEngine dependency) with integer-only, deterministic generation, plus thin Unity components (PixelCharacterView, PixelCharacterAnimator, ForgeCharacter)Editor window, inspectors, race preset editor, prefab exporter, scene buildersSeparate assembly definitions: Runtime, Editor, Samples, TestsMain API: WastelandLibrary.Generate (with WastelandOptions), CharacterAnimationRenderer.RenderFrame / RenderMaterialMap, PixelCharacterView.SetGrade / SetQuality / SetProsthetics / SetMutations / SetBody / SetEquipment / SetRace / SetDefinition, plus animation events (ShootMoment, ThrowMoment, AttackMoment, ReloadMoment, AnimationCompleted)Characters are serialized as JSON-compatible data (CharacterDefinition)Dependencies: None required. Optional: URP + Shader Graph for the included lit sprite shader (URP 3D renderer); 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 and gear quality are visual only; movement, projectiles, collision, damage and durability are handled by your game. Effects (muzzle flash, flame jet, plasma bolt, tracers) are drawn into the sprite frames, not particle systems. No emission/glow layer. No vehicles or animals.Unity version: 2022.3 or newerDesign helpBug huntProblem solvingDevil's advocatePackage creation




