Fera-182: Open Source Character Code And SVG Preview

October 30, 2024
by
Fera-182: Open Source Character Code And SVG Preview

I’m excited to share something special with you today from my upcoming adventure game project that has character of Fera-182. While I’m keeping the full game under wraps for now (stay tuned!), I wanted to give back to the developer community by sharing the code and design process for one of our characters: Fera-182, a skilled warrior with a unique combat style.

Fera-182 Character Concept

Fera-182 is a warrior who combines agility with precision. Her design emphasizes practical combat gear while maintaining a distinctive aesthetic. The character features:

  • A sleek blue combat outfit
  • Dynamic flowing hair that responds to movement
  • A signature silver sword
  • Fluid animation states for combat sequences

Technical Implementation

The character is built with Kotlin, making it perfect for Android game development. Here’s how we structured the core character system:

Base Character Stats

kotlinCopydata class Position(val x: Float, val y: Float)
data class AnimationState(val currentFrame: Int, val totalFrames: Int)

class Fera182(
    private var position: Position = Position(0f, 0f),
    private var health: Int = 100,
    private var stamina: Int = 100,
    private var isDefending: Boolean = false
) {
    private val baseAttackDamage = 25
    private val baseDefense = 15
    private val movementSpeed = 5f
    // ... (core stats setup)
}

Combat System

The combat system is built around three core mechanics:

  1. Fluid Movement: Dynamic positioning system for smooth combat flow
  2. Stamina Management: Strategic resource management during fights
  3. Defensive Capabilities: Balanced defense mechanisms

Visual States

We’ve implemented four primary visual states:

  1. Overview Stance: Default position showing character personality
  2. Combat Ready: Side view with drawn sword
  3. Attack Position: Dynamic action pose
  4. Defensive Stance: Strategic defensive position

Behind the Design Decisions

Combat Mechanics

kotlinCopyfun attack(): Int {
    if (!isDefending && stamina >= 20) {
        isAttacking = true
        stamina -= 20
        return baseAttackDamage
    }
    return 0
}

fun defend() {
    isDefending = true
    stamina -= 10
}

Each combat action is designed to feel impactful while maintaining game balance. The stamina system prevents spam attacks and encourages strategic play.

Animation Framework

kotlinCopyfun updateAnimation() {
    currentAnimationState = AnimationState(
        (currentAnimationState.currentFrame + 1) % currentAnimationState.totalFrames,
        currentAnimationState.totalFrames
    )
}

The animation system is built to be expandable, allowing for easy addition of new move sets and combat combinations.

Open Source Code

data class Position(val x: Float, val y: Float)
data class AnimationState(val currentFrame: Int, val totalFrames: Int)

class Fera182(
    private var position: Position = Position(0f, 0f),
    private var health: Int = 100,
    private var stamina: Int = 100,
    private var isDefending: Boolean = false
) {
    // Character stats
    private val baseAttackDamage = 25
    private val baseDefense = 15
    private val movementSpeed = 5f
    
    // Animation states
    private var currentAnimationState = AnimationState(0, 8)
    private var isAttacking = false
    
    // Basic movement
    fun move(dx: Float, dy: Float) {
        position = Position(position.x + dx * movementSpeed, position.y + dy * movementSpeed)
    }
    
    // Combat actions
    fun attack(): Int {
        if (!isDefending && stamina >= 20) {
            isAttacking = true
            stamina -= 20
            return baseAttackDamage
        }
        return 0
    }
    
    fun defend() {
        isDefending = true
        stamina -= 10
    }
    
    fun takeDamage(damage: Int) {
        val actualDamage = if (isDefending) damage / 2 else damage
        health -= actualDamage.coerceAtLeast(0)
    }
    
    // State getters
    fun getHealth() = health
    fun getStamina() = stamina
    fun getPosition() = position
    fun isDefending() = isDefending
    
    // Animation update
    fun updateAnimation() {
        currentAnimationState = AnimationState(
            (currentAnimationState.currentFrame + 1) % currentAnimationState.totalFrames,
            currentAnimationState.totalFrames
        )
    }
}

I’m releasing this character code as open source because I believe in the power of community-driven development. Feel free to:

  • Use this as a base for your own character systems
  • Modify and enhance the combat mechanics
  • Adapt the animation framework for different game styles
  • Share your improvements with the community

Future Plans

While I can’t reveal too much about the game itself yet, I’ll be sharing more character development insights in the coming weeks. Some areas we’re exploring:

  • Advanced combo systems
  • Environmental interaction mechanics
  • Character progression systems

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