Gear that redraws your character
How Aikami's 5-slot paperdoll turns equip/unequip into a live LPC sprite rebuild — no menu screen, no reload.
How Aikami's 5-slot paperdoll turns equip/unequip into a live LPC sprite rebuild — no menu screen, no reload.
Most RPGs treat your inventory and your character model as two separate systems that occasionally agree to sync up — you equip a sword in a menu, and eventually a sprite somewhere reflects it, usually after a scene transition. Aikami doesn’t do that. Equip something, and the change happens on the character standing in front of you, immediately.
Every character has a 5-slot paperdoll: head, left hand, body, right hand, feet. Equipping or unequipping an item isn’t a data-only operation — it also recomputes the aggregate attack and defense bonuses across everything currently worn, and it dispatches an appearance update into the render pipeline.
The naive way to do this would be to regenerate the whole character sprite from scratch on every equip and swap the texture out — functional, but visibly janky, and wasteful when only one layer actually changed. Instead, each equipped item resolves to an LPC (Liberated Pixel Cup) asset recipe — the layer, the offset, the palette — and that recipe gets merged on top of the character’s base render. Only the affected layer changes; the rest of the sprite stack is untouched. That’s what makes it feel instant instead of like a screen flash.
The equip event carries an appearance nudge (UPDATE_PLAYER_APPEARANCE) to the render
thread rather than a full character re-fetch, which keeps the engine boundary intact —
the 60fps PixiJS render loop never has to wait on inventory logic, and inventory logic
never has to know how sprites are drawn.
Aikami doesn’t ship a fixed roster of pre-drawn character portraits. NPCs and their gear are generated per playthrough, which means the only way to have “this bandit is wearing the leather armor he looted from you three sessions ago” reliably show up on screen is if equipment and rendering are the same system, not two systems that happen to agree most of the time. The paperdoll is what makes that true.
It’s a small piece of engineering, but it’s the kind of detail that either makes a procedurally-generated world feel alive or makes it feel like a spreadsheet with sprites attached. We’d rather it be the former.