Devlog #2. NPC system: Appearance
Since new and unique characters enter the player's shop every day, we have created a system for convenient and fast generation of them.

In-game characters come to the player's shop every day to purchase another potion. We experiment a lot with the visual part of the game while working on the project. To make it easer and faster we have written a complex but flexible system for choosing the appearance of shop clients.

NPC is a set of different elements of appearance – body, hairstyle, eyes, face, hat, earrings, scars, tattoos and other. As of today NPC can be a container for many elements of appearance from 15 categories at the same time. In addition, NPC object itself contains more than a hundred graphic layers to fit these elements.

We have created a special tool to make the addition of new unique characters and their appearance elements as simple and convenient as possible. This tool allows us to completely automate the process of changing elements of the characters' appearance – we just need to name appearance sprites correctly and put them into special folders. NPC generator will create the necessary files and organize them into categories.
Based on the created basic characters, we can create unique in-game characters using the NPC browser.

Almost every character in the demo is one or another modification of one of just three basic characters – warrior, female citizen and male citizen. The NPC browser allows us to customize each variation to the smallest detail – choosing the skin tone, clothing form and colors, hairstyle, eyes, face shape and other elements of appearance.
Special attention is paid to accessories and body features – scars, tattoos, necklaces, earrings, armbands, chest medallions, shields, etc.
NPC generator allows us to create unique NPC variations quickly and conviniently. We spend time and energy on drawing parts of the characters' appearance only, which can be put together as a constructor details.
We will make more Devlog posts in the future, so make sure to follow our Steam Page (you will get notification in Steam when we make a new Devlog post).

In-game characters come to the player's shop every day to purchase another potion. We experiment a lot with the visual part of the game while working on the project. To make it easer and faster we have written a complex but flexible system for choosing the appearance of shop clients.

NPC is a set of different elements of appearance – body, hairstyle, eyes, face, hat, earrings, scars, tattoos and other. As of today NPC can be a container for many elements of appearance from 15 categories at the same time. In addition, NPC object itself contains more than a hundred graphic layers to fit these elements.

We have created a special tool to make the addition of new unique characters and their appearance elements as simple and convenient as possible. This tool allows us to completely automate the process of changing elements of the characters' appearance – we just need to name appearance sprites correctly and put them into special folders. NPC generator will create the necessary files and organize them into categories.
Based on the created basic characters, we can create unique in-game characters using the NPC browser.

Almost every character in the demo is one or another modification of one of just three basic characters – warrior, female citizen and male citizen. The NPC browser allows us to customize each variation to the smallest detail – choosing the skin tone, clothing form and colors, hairstyle, eyes, face shape and other elements of appearance.
Special attention is paid to accessories and body features – scars, tattoos, necklaces, earrings, armbands, chest medallions, shields, etc.
NPC generator allows us to create unique NPC variations quickly and conviniently. We spend time and energy on drawing parts of the characters' appearance only, which can be put together as a constructor details.
We will make more Devlog posts in the future, so make sure to follow our Steam Page (you will get notification in Steam when we make a new Devlog post).