I managed to implement multiple characters and other mobs with lots of animations in my 8-way isometric game and everything is fine so far. I worked out how to trigger the right animations, sort by y, custom shadows, jumping and basic movement. As I'm planning to make the player character and enemies customizable (custom cloth/armor, weapons, hair styles) and don't want to include every possible combination (my game size would explode) I'm looking for a way to build my mobs as a combination of modular parts.
Is there a way to achieve this in Construct2?
I have humanoid mobs with
- lots of animations (walk, run, jump, fall, attack 0 - x, cheer etc.)
- customizable weapons (sword, shield, dagger, mace etc.)
- customizable armor (head, back, torso, arms, legs, shoes, hands)
- customizable body (currently only different skins)
I would maybe implement different character sizes and proportions but that depends on the possibilities of Construct2 (or custom plugins/behaviors) to assemble a character from all those parts.
My first idea was to create all parts with all animations, create a layer cake character and trigger the animations for all parts. As this would take quite a lot of time, I wanted to ask the community if there is a better way do go about this that would either save me lots of time or provide me with a scalable solution.
One Problem I see is the sorting of all parts. To keep it more simple I wouldn't sort all parts but the collision objects of all items and characters in the game (which are on a lower layer). This way there would be only one collision item per character but about 9 (or more) animated sprite parts and I could sort all parts as one entity.
I'm not developing for the arcade as I allready have lots of plugins and behaviors from @rexrainbow @00Rez and @Pode so any solution involving behaviors and plugins is welcome as well!