Kaski bestiary
The forest's animals, the village's stock and folk of other builds, all on one skeleton drawn four ways and proportioned three ways, to choose how creatures look before the engine's own creature drawing changes. Drag the stage to turn the creature.
Turnaround
Five ways to draw it
Three ways to proportion it
Genes
Every number is in metres or degrees. Copy puts the creature's genes on the clipboard as JSON, to paste back in chat.
Lineup at game scale
What this is testing
A moose reads as a moose at ten pixels from five things together: the shoulder hump standing higher than the rump, legs longer than the body is deep and paler than it, a long head hanging down with an overhanging muzzle, the bell under the throat, and palms on the antlers. Lose any two and it reads as a horse or a big deer. The proportions row asks how far to push those: natural keeps the animal's own measures, readable thickens legs and enlarges heads so they survive the pixel grid, toy goes further toward a chunky game look.
The drawing row asks how the pixels carry the form. Kaski draws three hard bands with a dark outline. Sel-out keeps four bands and colours each outline from the part it bounds. Chunky draws at half resolution in two tones with a rim of light. Flat drops the outline. Silhouette shows only the shape, which is the test every one of them has to pass first.
- Lines inside the shape are drawn where a nearer part passes in front of a farther one, so a leg reads against the belly behind it.
- Light is fixed to the view, from the upper left, as a sprite would be lit.
- The lineup is the only view at one scale for everyone, so sizes compare there.