2D Infinite Character Forge - Fantasy
Lucasoft Arts
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Create infinite animated fantasy pixel characters with 2D Infinite Character Forge – a Procedural pixel character generator and animator.2D Infinite Character Forge – Fantasy Edition builds fantasy pixel-art characters from code. Pick a race and a seed, adjust anything you like, and the Forge draws the character together with all of its animations. There are no pre-made sprite sheets: every pixel is generated in the Editor or at runtime, so you can make as many unique heroes, villagers, villains and monsters as your game needs.Fully customizableEvery part of a character is editable. You can change anatomy (head, torso, legs, belly, musculature, head lean), face (eyes, nose, ears, brows, scars, tusks, fangs, war paint), hair and beards, skin and hair colors, outfits and equipment. Each equipment group can have its own color set. Races are data, not separate renderers, so you can copy a built-in race, change its weighted tables in the Inspector and get a new race of your own, such as lizardfolk, desert elves or cave goblins. Style profiles control the outline, palette ramps, canvas size and baked effects such as dust and casting sparkles. The full C# source is included.What’s included8 race families and 12 race presets: Human, High Elf, Wood Elf, Night Elf, Dwarf, Gnome, Goblin, Orc, Zombie, Skeleton, Merfolk and Fishfolk40 weapons, 15 shields and offhand items, 45 helmets, hats, hoods and crowns, 16 armors and 21 base outfits, plus capes, gloves, boots, neckwear and shoulder guardsGear quality: every weapon, shield, helmet and armor comes in five materials (Crude iron to Adamantine), three craft levels (Rough, Smithy, Foundry) and any condition from as new to falling apart. Six grade presets go from Rusted militia gear to Masterwork mithril. Rust, dents and grime stay attached to the item in every frame.Zombification for every race: Bitten, Turning, Risen, Rotting and Decayed stages, or a 0–100 progress value that slowly turns the same character. Pallor, veins, blood, wounds, exposed bone, arm stumps and rotting clothes can all be edited.Spirit form for every character: a translucent, glowing, hovering version of any character, with wisp legs and Steady, Pulse or Flicker eyes. An elf keeps its ears and a knight keeps its armor.22 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. Every state works for every character.Gameplay events for strike, shot and cast moments, so you can connect your own damage, projectiles and spell effectsAn Editor window with a live animated preview, seed browser, grade ladder and zombie and spirit stripsExport to PNG, editable prefabs (change the appearance at runtime) or baked animated prefabs (shared sprite atlases for crowds)JSON character data for save games and character creatorsTwo demo scenes: a “Standoff” of heroes against villains, with a zooming camera and live generation, and an interactive showcaseAn optional URP Lit Shader Graph for scene lighting and shadows on spritesOffline documentation, sample scripts and EditMode testsSuitable genresThe Forge suits any 2D game that needs many fantasy characters in a small, readable chibi pixel style. Examples:RPGs and JRPGs: party members, NPC towns, shopkeepers and enemiesRoguelikes and dungeon crawlers: endless enemy variety from seeds, and gear quality that shows loot tiersAuto-battlers, tactics games and strategy games: armies of soldiers with matching but varied gearZombie-outbreak or necromancy mechanics: turn living characters into the risen dead step by step, or into their own ghostsCharacter creators, colony sims and idle games: player-made heroes saved as JSONThe default look is about 16×16 to 32×32 pixel art, with a 1 px outline and two-tone shading. You can change the canvas size from 16 to 128 px.Requirements: Unity 2022.3 or newer. No required dependencies. URP and Shader Graph are needed only for the optional lit material. The package uses managed C# only and works on all Unity platforms.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 13×19 px including the outline; hats and helmets add 2–6 px, and small and large races (gnomes, dwarves, orcs) differ from that. 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 spirit characters and the Phase animationExport: PNG (integer scale 1–16×), editable prefabs, baked animated prefabs (sprite atlas per animation), JSON character dataContent8 race families with 12 built-in race presets (Human, High/Wood/Night Elf, Dwarf, Gnome, Goblin, Orc, Zombie, Skeleton, Merfolk, Fishfolk), plus custom race preset assets. Seeds give unlimited variations.40 weapons, 15 shields/offhand items, 45 helmets/hats/hoods/crowns, 16 armors, 21 base outfits, plus 3 capes, 2 gloves, 2 boots, 3 neckwear and shoulder guardsGear quality for weapons, shields, helmets and armor: 5 materials (Crude iron to Adamantine), 3 craft levels, condition 0–100, 6 grade presetsZombification for every race (5 stages or 0–100 progress) and spirit form for every character (0–100 translucency, glowing eyes)22 animation states: Idle, Walk, Run, Jump, Die, Hurt, Block, Celebrate, Roll, Attack, Attack1, Attack2, Shoot, Cast, Reload, Shamble, Lurch, Grab, Bite, Rise, Float, Phase (3–12 frames each)Included files: 89 C# scripts, 2 demo scenes, 8 documentation preview images, documentation (Markdown), optional URP Shader Graph (.unitypackage)ArchitecturePure C# engine (no UnityEngine dependency) and thin Unity components (PixelCharacterView, PixelCharacterAnimator)Editor window, race preset and component inspectors, prefab exporterSeparate assembly definitions: Runtime, Editor, Samples, TestsMain API: CharacterForge.Generate / GenerateDefinition, CharacterGenerator.Generate, CharacterAnimationRenderer.RenderFrame, PixelCharacterView.SetDefinition / SetRace / SetEquipment / SetGrade / SetZombieStage / SetSpirit, Undeath.ApplyZombie / ApplySpirit, plus animation events (AttackMoment, ShootMoment, CastMoment, AnimationCompleted)Characters are serialized as JSON-compatible data (CharacterDefinition). The same preset and seed give the same character on every platform (integer-only random numbers and rasterizing).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 demo uses worker threads.Limitations:There is one three-quarter view, mirrored for left and right.Animations use a custom flipbook player, not Mecanim. They are visual poses only: movement, projectiles, collision and damage are handled by your game.Equipment is drawn into the sprite frames rather than attached as separate GameObjects. Effects (dust, casting sparkles, motion lines) are also drawn into the frames, not made with particle systems.The optional lit material is alpha-clipped, so translucent spirits need a transparent sprite material. It does not support URP 2D lights or HDRP.Humanoid characters only (no mounts or animals).Unity version: 2022.3 or newerDesign helpBug huntProblem solvingDevil's advocatePackage creation


