When it comes to having more armors, weapons, or colors for the knight, I think there are two main approaches:
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Drawing all the frames for every possible combination (which is a huge amount of work).
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Or managing everything with layers, overlaying things like weapons and armor synced up with the base character animations.
The second option seems more manageable to me, even if it requires good organization since the number of animations could really pile up. Still thinking it through.
About your point #2 — you could define specific anchor points on the character where you “attach” the weapon, and just change the joint depending on the current animation. That way, the weapon stays consistent with the motion without having to redraw everything.
Eight-direction movement would definitely make transitions between directions feel smoother, and also let bots shoot diagonally (like at 45-degree angles), which opens up some cool gameplay possibilities.
By the way, a while back a friend and I made a small prototype using the Sci-Fi Volume 1 assets, just to test how versatile they are in a top-down setup. If you feel like checking it out, maybe it’ll help to see them in action:
👉 Rise of Droids – BarelyApes
In the meantime, I’ll try to brainstorm some expansions for the backgrounds and props... maybe even an outdoor environment.
Really appreciate the chat!
I'm curious: which engine are you using?