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We’ve got some pretty insane stuff for this progress log! Over the past couple of weeks, we’ve been setting up the overworld character sprites. These sprites were shown briefly in the last progress log as colorless bases, but now they have some added functionality.

The character base is going to be reusable for most humanoid characters, but there will be some custom ones that we have to make for larger creatures and monsters. 

Unity’s new 2D animation feature gives us a new level of flexibility when it comes to animating sprites. It might not seem like a big deal right now, but later on in development, it’s going to cut down on a ton of extra work.

These walk cycles took us an immense amount of time and there’s a whole art to animating that we weren’t prepared for. We’re not 100% satisfied with these yet but we’ll tweak them as we continue development and get more comfortable working with the new 2D animator.

Small blooper of the learning process where we accidentally blended Idle, Walking and Running into a single animation...

Players using a controller are able to walk or run depending on how hard they move in a direction. Later on, we will most likely be implementing the option of toggling walk/run with the shift key.

What’s this about outfits?!

The best part of this is that it allows us to share clothing across different characters. If an NPC happens to share the same body type as the player, then the outfits will be fully interchangeable between the two. Later on in development, we can then make these outfits unlockable by purchasing them from an NPC or as a gift from those you’ve raised your standing with.

We’re also making sure to allow the outfits to adjust for the Player's titty size. Flat-chested characters will simply have the boob layer disabled.

Transparency Script!

Last but not least, I took some time to prepare a small script that handles transparency when walking behind objects.

There’s going to be a lot of places in-game where the player may get lost behind the scenery, so hopefully this will prevent some headaches.

So where are we going from here? Up next is setting up the player’s sprite and working on the first story sequence. Despite it being written out, we still need to program it into the game so that it plays out properly.

Thanks for reading!

-Vanis & Doku

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Comments

Stoffel

Well, paint me purple and call me interested! It is really cool to see the progress. Good job, as always.