2D Infinite Character Forge – Age of Gunpowder


It also includes: ... They include shooting, burst fire, reloading, kneeling, prone and crouched fire, ... Muzzle-loaders fire with a puff of black-powder smoke and are reloaded upright with a ...


by Lucasoft Arts


Price History +

Create infinite animated pixel soldiers with 2D Infinite Character Forge – a Procedural pixel character generator and animator.

Package type: Editor tool + runtime library (procedural 2D pixel-art character generator). No pre-made sprite sheets: all character art is generated by C# code in the Editor or at runtime.


Generated images

  • Frame size: 112×80 px by default (32×32 style canvas plus padding for animations; the style canvas can be set from 16 to 128 px)
  • Characters are about 16–25 px tall (plus hats, pikes, flags and gear); the sprite pivot is at the feet; 16 pixels per unit by default
  • Color depth: 32-bit RGBA (Texture2D RGBA32, point filtering, no mipmaps)
  • Transparency: binary alpha (fully transparent background)
  • Export: PNG (integer scale 1–16×), editable prefabs, baked animated prefabs (sprite atlas per animation), JSON presets, 64×64 equipment product images

Content

  • 13 roles × 10 eras (1500s arquebus, 1600s pike and shot, early and late 1700s, early and late 1800s, WWI, WWII, Cold War, Modern); unlimited variations from seeds
  • 8 race families (Human, Elf, Dwarf, Gnome, Goblin, Orc, Undead, Aquatic); every role works with every race
  • 58 weapons (44 firearms plus polearms, swords, colours, tools and fuse, hand and smoke grenades), 29 headwear types, 16 uniforms, 12 belt/armor types, 8 back items, 9 offhand items, 8 camouflage options
  • Staged zombification: Bitten, Turning, Risen, Rotting, Decayed and Skeleton, or a continuous 0–100 progress
  • Gear quality per slot (material, craft, condition 0–100 with dirt, rust, patches, tears and damage), 6 grade presets and 3 wear levels
  • 42 animation slots: Idle, Walk, Run, Jump, Die, Hurt, Block, Celebrate, Attack, Roll, Cast, Attack1, Attack2, Shoot, Reload, Shamble, Lurch, Grab, Bite, Rise, Draw, Burst, KneelFire, March, Salute, TipHat, Throw, Dig, Chop, Kneel, Sit, Play, GrenadeThrow, Crawl, Prone, ProneFire, Crouch, CrouchFire, Peek, Heal, Radio, HandSignal (3–12 frames each)
  • Included files: 111 C# scripts (11 of them tests), 2 demo scenes (Showcase, Standoff), 6 documentation preview images, documentation (Markdown), optional URP lit material package

Architecture

  • Pure C# engine (no UnityEngine dependency) and thin Unity components (PixelCharacterView, PixelCharacterAnimator)
  • Editor window, inspectors, prefab exporter, scene builders, equipment product image window
  • Separate assembly definitions: Runtime, Editor, Samples, Tests
  • Main API: WarfareLibrary.Generate, CharacterAnimationRenderer.RenderFrame, PixelCharacterView.SetRole / SetEra / SetPattern / SetWear / SetEquipment / SetZombieStage, Undeath.ApplyZombie, EquipmentProductRenderer.Render, plus animation events (ShotFired, AttackMoment, AnimationCompleted)
  • Characters are serialized as JSON-compatible data (CharacterDefinition)

Dependencies: None required. Optional: URP + Shader Graph for the included lit sprite shader; Unity Test Framework for the included EditMode tests.

Platforms: All Unity platforms (managed C# only, no native plugins). On WebGL, generation runs on the main thread; on other platforms the Standoff demo uses worker threads.

Limitations: Animations are visual poses only; movement, projectiles, collision and damage are handled by your game. Effects (muzzle flash, black-powder smoke, spent cases, rockets, thrown grenades, flame) are drawn into the sprite frames, not particle systems. Reloads are stylized gestures, not drill-accurate loading sequences. No vehicles, horses or other animals.

Unity version: 2022.3 or newer

2D Infinite Character Forge - Age of Gunpowder generates animated pixel-art soldiers from the age of the arquebus to the present day. Every soldier is built from editable data, so you can generate thousands of them from seeds or tweak each one by hand, live in the editor or at runtime.


Ten eras, one army of roles. Pick one of ten eras: the 1500s (arquebus), the 1600s (pike and shot), the early and late 1700s, the early and late 1800s, the First and Second World Wars, the Cold War and today. Then choose one of 13 roles: infantryman, grenadier, marksman, pikeman, dragoon, heavy gunner, sergeant, officer, standard bearer, musician, medic, sapper and signaller. Each role keeps its job from one era to the next and gets that era’s kit. The infantryman carries an arquebus in 1550, a bayonet musket in 1760 and a carbine today. The musician beats a drum and later sounds a bugle. The signaller carries dispatches until the field telephone and the radio arrive.


Period gear at one consistent scale. The package includes 44 firearms:

  • Muzzle-loaders: matchlocks, wheel-locks, flintlock muskets and pistols, the musketoon, the jaeger rifle and the blunderbuss.
  • Late 1800s: rifle muskets and breech-loaders.
  • 20th century and today: rifles, machine guns, launchers and pistols.

It also includes:

  • Pikes, halberds, swords, colours and grenades.
  • 29 kinds of headwear: morions and lobster-pot helmets, tricornes, mitre caps, shakos and bearskins, spiked and sun helmets, and steel helmets.
  • 16 uniforms, from doublets, buff coats and regimental coats with coloured facings to modern combat uniforms.

Coat and facing colours are fictional. No real nation’s flags or insignia appear.

Animations made for the battlefield. There are 42 animation slots. They include shooting, burst fire, reloading, kneeling, prone and crouched fire, peeking, marching, saluting, grenade throwing, drumming, first aid, radio and hand signals. Muzzle-loaders fire with a puff of black-powder smoke and are reloaded upright with a ramrod. Grenadiers of the gunpowder eras light and throw fuse grenades. When a soldier’s hands are busy, long guns are slung across the back.


The risen dead. Any soldier can rise from the grave step by step: Bitten, Turning, Risen, Rotting, Decayed and finally a bare Skeleton. You can also blend the stages with a 0–100 slider. Uniforms rot to rags while helmets, armour and weapons last. The dead can keep their muskets and fight on, or drop them and reach out with both hands.


Fully customizable.

  • Edit the anatomy, face, hair, uniform, colours and every equipment slot.
  • Set the material, craft and condition of each item, with dirt, rust, patches, tears and damage.
  • Choose a wear level: Fresh, Seasoned or Hardened.
  • Put camouflage on later-era uniforms.
  • Every role works with every race: Human, Elf, Dwarf, Gnome, Goblin, Orc, Undead and Aquatic.

Export and use. You can export:

  • PNGs, presets and JSON data.
  • Editable prefabs that you change at runtime with simple C# calls (SetRole, SetEra, SetZombieStage …).
  • Baked animated prefabs for large crowds.
  • 64 × 64 equipment product images for inventories and shops.

A ShotFired event fires once per round, so you can hook in your own projectiles and sounds.

Included demos.

  • A showcase scene with a button for every animation.
  • The Standoff demo: the living face the dead across a graveyard battlefield, one era per rank. The camera zooms out from a single pair to about 340 characters, all generated live.

Suitable for pixel-art strategy, tactics, tower defense, auto-battler, survival, side-scrolling shooter and RPG games set in early modern, Napoleonic, colonial, world-war or modern settings, as well as alternate-history and zombie-war games.

Includes the full, editable C# source and English documentation. Generation runs offline, with no online service. Optional URP lit material included. Target: Unity 2022.3 or newer.

The default look is inspired by Superdark’s free “16x16 Fantasy RPG Characters” pack. No pixels from the pack are included.