Doom Komato female assassins (8 bodytypes including Asha's female version)
Hello!
First thing first: have a look at the second preview image. As you can see it represent 6 common bodytypes and 2 specific characters. you may also notice that the sequence skips some numbers. This is because i decided what to render in order to represent the rank in a way than hopefully meets a wide range of requests, but after looking at the previews you notice there isn't the body type you might want for your project, (Overweight, missing left arm, missing the hand,) feel free to ask me to add it.
Also, i put only the raw renders only for a few of the bodytypes, if you need the raw cels of an existing bodytype or a new bodytype, feel free to ask.
In general, if you have any problem in understanding how to separate those cels into a monster, don't be shy, i'm here to help. If you need a monster with specific actions i might cut it for you.
Remember that those cels can be used as sprite or as background animations.
Spritesheet and it's corresponding sequence have identical content, i published both because someone is more comfortable with spritesheets, someone is more comfortable with sequences. Let me know if i did some mistake in cutting the sequences, i know one of the bodytypes is simply missing the last cel. Right now i don't want to remake the spritesheet of that one, i forgot overnight wich one it was, if you find out and absolutely need that missing cel i'll redo the character.
Also, this project is rather big, over 47616 frames, so there might be discrepancies between the description and the content. Also, the file names might be separated in different ways, sometimes underscore, sometime space... sometimes words such as sideview are united, sometimes separated (side-view, side view) I deemed that aspect unimportant, as long as the function is clear. Believe me when i say that in this project the vanity of using a granitic standard for the filenames would be too time-consuming.
With this out of the way:
Komato are a breed of aliens created by Daniel Remar for the videogame Iji.
In those weeks i'm redesigning them to be integrated in DooM mods (or similar games)
The assassins are, as the name suggests, oriented in extreme mobility rather than impressive firepower.
As you can see in the fourth preview image, originally Komato are rather big, Of course using the drawscale function allows to make them smaller.
Those sequences are built to grant flexibility, the amount of cels and actions might be a little confusing: usually a sprite for ID's raster FPS contain from 20 to 40 cels, each of those sequences of 745 cels with different guards, armament (Pistol and sabre, 2 sabres, pistol, nothing) switch from the various configurations, zatoichi (Extracting the weapon only before strike and holstering it right after the strike)
This is to allow either to create several different monsters with their own behaviour with the same bodytype, or to create a different behaviour for different bodytype, or to create monsters that change behaviour after losing a certain amount of HP.
To create a monster it is required to select the 20-40 required cels for each of the 8 directions from the sequence.
In general a DooM monster has walk; attack/shoot; gethit; death and brutal death actions, a complex monster might have run, assault, 2 different animations for shooting and melee...
(I added for each bodytype a .gif sequence that might help removing the unwanted cels from the final monster)
Another idea in order to give variety to a monster might be to give it different actions for the various direction, like slash with sabre when facing east, kicks when facing west...
This for each of the series, then let's talk about the bodytypes: Every bodytype has got a code, as indicated in the second preview image. (wich is obtained by recolouring the cels with automatic tools, to remind that it is possible to differentiate monsters by giving new palettes, like the ninjas in early mortal kombat)
In the third preview image they all have the same palette, but it would be easy to create different ranks with different colors.
In the case of the assassins, they only have one sequence, however the code indicates the bodytype of the files, in future collections where each bodytype has several sequences, the first 2 numbers will help find wich sprites are compatible, but there are other 2 reasons for the code: as said in the very first paragraph of this description in future i might add bodytypes or specific characters.
Also, by looking at the second preview image you might decide you only need only few bodytypes/characters templates and download only the files you need
For sure i'll add some schemes to simplify the process of selecting the cels to make a monster, as seen in the prototype, here: https://opengameart.org/content/doom-komato-assassin-prototype-curvy-female I have got to think about how to present those schemes, and i think some feedback might help.
Also, since it doesn't cost much time, i published for every monster 2 addictional spritesheet of the sideviews, that can be used in platformers or beat em ups. They are entirely contained in the 8 directions spritesheet and the sequence.
Cels from other views can be used to put the aliens as Background decoration in other games, such as adventure games or such.
Of course it is not mandatary to use those sprites as avatars or monsters or only in FPS.
It is safe to say that the variety of monsters i'm going to publish in theory will allow to create a different character for every person the avatar is going to encounter.