sanderfrenken / Universal-LPC-Spritesheet-Character-Generator

Character Generator based on Universal-LPC-Spritesheet
https://sanderfrenken.github.io/Universal-LPC-Spritesheet-Character-Generator/
GNU General Public License v3.0
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Add Armor to New Combat Animations #205

Open jrconway3 opened 2 days ago

jrconway3 commented 2 days ago

This one is undoubtedly going to be a pain, but I'm opening this issue here for LuciferRules: https://github.com/sanderfrenken/Universal-LPC-Spritesheet-Character-Generator/issues/202

I need to outline exactly what armor pieces are missing. I believe all helmets are now done at this time, and I added the gloves + metal gloves already. Greaves would be ideal to get done as well and shouldn't be TOO hard (I already have some boots with metal recolors mapped to all frames).

The only other assets missing I think are the visors; I have the visors ready to go, and they're really easy to drop in to the remaining frames. I just didn't do it yet.

Of course, getting proper armor pieces will be ideal, but also quite difficult. I need to do some research to figure out exactly what's present and still needs to be done.

jrconway3 commented 1 day ago

Armor Sets:

  1. Plate
  2. Leather
  3. Legion
  4. Chainmail

So the core armor sets are body only, not arms. Typically speaking, I tend to have far, far more trouble dealing with the arms than any other part because the arms are so varied from position to position. This might be relatively easy to implement I think, but no guarantees there.

Exception is Chainmail: this doesn't FULLY cover the arms and legs, but it does partially cover them. This will be the biggest pain of these. I'd probably want to do the Plate/Leather/Legion together, and the Chainmail much later.

Shoulders:

  1. Bauldrons
  2. Legion
  3. Plate
  4. Leather
  5. Epaulets
  6. Mantal

Other than Mantal, I think all of these are relatively easy. They're just sitting on the shoulders, so they shouldn't be too hard to implement I think.

That said, the Mantal may be a bigger issue. They're much larger, so they'll probably need to move around a lot more.

Wrists:

  1. Bracers
  2. Cuffs
  3. Lace Cuffs

Last one isn't really armor, but whatever, I'm including it anyway. If I do these in one sitting I might as well do them all at once.

So, these don't look TOO bad... the arms do move around a lot, but the new frames should be relatively easy to actually create. I can probably do all three of these fairly quickly.

Arms Armour: This is the hardest one, that said, it appears there's only ONE asset. I'll probably want to focus on doing this on its own, this looks like it could be a huge pain.

Legs Armour: Forgot this one, but this one is probably just as hard as the Arms. Okay, not nearly as hard; the legs don't move around AS much. But they still move around a lot, especially in the combat animations.

Feet: As for feet; there are no true "greaves" thankfully. You basically just have to combine Leg Armour with metal-colored boots. That said, there are plenty of assets that can be used here:

  1. Boots
  2. Boots 2
  3. Fold Boots
  4. Rim Boots
  5. Armoured Shoes (okay, they're labeled as boots, so there are armoured boots)
  6. Shoes
  7. Shoes 2

Visors:

  1. Grated visor
  2. Narrow grated visor
  3. Horned visor
  4. Pigface visor
  5. Pigface visor raised
  6. Round visor
  7. Round visor raised
  8. Slit visor
  9. Narrow slit visor

So there's a lot of them, but these should be about as easy as the helmets. Main deal is to make sure they are positioned correctly and then cutout the hands wherever needed. Its unlikely they need any new frames at all, so that won't be a problem. Its just a matter of copy-pasting across every frame and adjusting the position. The visors I just didn't get around to doing earlier, but they should be fairly easy.

Overall, I think this one looks a lot easier than I expected... but that's ONLY because they're compartmentalized. Each piece of the armor is a different asset, rather that being part of the same thing. At the same time, though, I also need to figure out how to handle the texture for each piece. When I have to make new frames I have to be able to learn to follow the texture of each existing asset, especially if we get an angle that is more difficult to deal with. So I have to be careful about that.

I think I'd want to do them in the following order:

  1. Visors
  2. Body Armor
  3. Shoulders
  4. Feet
  5. Wrists
  6. Arms
  7. Legs
  8. Chainmail

I'm heavily considering trying to rush through and get all remaining "easy" head assets done ASAP (hats, head coverings, etc, not hair), including visors, but I'm not fully certain yet.

Still, I do want to prioritize my own hairstyles first.