I realize I have not shown much about the avatars. Let’s fix this.
We have currently 4 different characters you can choose and we will make more, of course, for the release.
We are using spine because we are starting to get a nice experience on this tool.
SkinsAn interesting feature is the ability to override multiple skins. Here we have 4:
- the character itself
- the hat
- the trousers
- the top (t-shirt, jacket, etc.)
Also, we want to limit the impact of having many clothes and skins in term of image file size in the project.
Spine allows you to color an image slot and save this information in the skin, which means that I can only have one image for many color variations, ie a red and a blue t-shirt will actually have the same image file.
The only limitation is that your base image should be white, so that it does not override the image slot color with another color. So all of our pictures are white, except the lines that we want to be always the same color (a kind of dark purple). It was a bit time consuming to separate lines and fills but in the end we have a precise control on colors.
We use this technique for skin colors and all the clothes.
Patterns and pictures on clothes are just separated, and used in a skin when needed.
So here is what the sprite sheet currently looks like, with a few clothes and hats already in the project. I have just added a grayish background color so you can see the white elements.
AnimationsI spine you can play several animations at the same time on a character using tracks. This is useful if you want to handle different parts of the character in parallel.
We have made a good use of this for the rotation of the character. So we have 8 main directions in which the body can be oriented and animated which we play on track 1. This track is mostly used for the main animations (running, dancing, playing an instrument, etc.)
Over that we have 16 head direction for a smoother orientation of the head, that is also even smoother when we activate the mix animation feature: a short transition between to animations. This is on track 2
Another track is for the character emote, so the character can smile or be angry while running.
We still have some difficulties with the layer ordering sometimes with this system : when setting up the layer order on the body animations, it can sometimes interfere with the layer ordering on the head orientation animations. We have asked the Spine team if they could add a feature such as layer order groups where you could define changes in layer order in one groupe and not another.
So, this is what the avatar looks like in the game (from a gif already shared)