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Hi everyone

Today I want to share something that I'm genuinely excited about. While researching ways to optimize my workflow, I stumbled upon a solution that will fundamentally change how I create and implement animations.

In short: I now have direct integration between Aseprite and Unity. No more manually exporting spritesheets or re-importing after every small change. No more tedious, frame-by-frame, setup as well!

But that's not even the exciting part.

What it means is:

Previously, every animation variant (running, walking, doing... ahem... other things) required a completely separate spritesheet. Want pregnant Wegild? That's a whole new set of animations. Different clothes? Another set. You get the idea, before you can say "whoa" we have 800 similar frames with variants, which makes the structure confusing and hard to edit when needed.

The new system treats each layer independently. In plain terms: I can now toggle layers on and off programmatically. Pregnant belly? It's just a layer I activate when needed. Clothes? Layers. That certain white liquid splashed over our heroine? ...You guessed it, Layers!

Above a prototype I'm working with now, as you can see, each layer is associated with a separate sprite renderer.

Take a look at the new Wegild sprite configuration above (playfully called... Wegild_4_0). This is just the beginning as we are not even counting possible alternate outfits, hairstyles, (maybe clothes destruction?).

For the longest time, I've been hesitant to promise visible pregnancy progression. The old workflow made it a nightmare to implement properly.

Now? I finally have the technology to do it right.

So while the full roadmap is still under construction, I can officially confirm: visible pregnancy progression is coming this year.

Thank you for your continued support, for it's what makes all of this possible.

You like what you see?

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