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I'm already planning a few of those.

I will implement the second layer for sure. Thank you :)

How would you tackle the idea of the sockets if every set has a different size? Is it a problem if the "extra" parts intersect?

Isn't this limiting the idea of the fixed color schemes?

I’d keep it simple like this: one “hard” socket per bone for all variants, sharing the same pivot and a small box collider. The add-ons using that socket would be grouped into just 2-3 size classes (small/medium/large) instead of perfectly matching every single part - a bit of mesh intersection is fine as long as nothing pops at gameplay camera distance. For colors I’d keep all sockets and brackets on a single neutral material (steel / grey plastic) and only let armor, covers and the main module shapes change colors. On top of that you can have a few fixed palette presets as a base, plus maybe a subtle tint control for one accent color so users can nudge the look towards their project without breaking your original schemes.

So, something like change this assets have base variants that act as a "base mesh" with size categorizations (gray color). Then, the next variants I make are add-ons placed on top of those base meshes (with colors). This way, I can control how they intersect, right?