Arcadia's Legacy dev log 3: Unity and Customizeable 2D characters
Here we are, on blog entry number three. I'm surprised I kept at it this long. My reasoning is: the practice helps. I'm naturally an introvert, it wouldn't hurt to talk more about what I do. And who knows, maybe one day someone will even find it useful.
I've been looking for a way to implement a customizable 2D character in Unity. In the end, I decided to go with a root Character object, and having each subobject with a Sprite Renderer on it as a body part, animated by a dedicated animation layer found on the root object, in the Animator controller. So, there's one layer per body part. And all layers are synced. Dedicated animations for each body part for running_up, running_down, running_left, running_right, idle_up, idle_down, idle_left and idle_right. Multiply that by the number of parts, and you have a ton of animations going on. You can see so in the picture.
On a different note, working on an RPG finally gives me the opportunity to easily develop a story. I've always wanted to explore this side of game development, but I never actually got the chance to. In tone with that, I plan on working on the dialog system next.
I am mildly excited about this. Or perhaps more than mildly...