Publisher | Akuno (Felipe Rodrigues) |
---|---|
File size | 12.36MB |
Number of files | 300 |
Latest version | 1.1.0 |
Latest release date | 2024-01-16 11:21:16 |
First release date | 2023-09-27 02:04:12 |
Supported Unity versions | 2018.4.2 or higher |
GASify is a Gameplay Ability System (GAS), a toolkit that you can use to create any game mechanic.
Using an analogy, a GAS is like a collection of gears to build any kind of ability. It uses Attributes, Tags, Effects and Modifiers to model any imaginable interaction.
You can build MMO/Action RPG abilities, crazy roguelike upgrades/effects, soulslike poise/stamina/dodge/animation synced systems and immersive sim objects and elemental interactions.
- Very performant.
Nothing runs on Update().
Handles up to 200k ability activations per second.
- Easy workflow.
Setup abilities/effects via code or editor.
- Full source code.
Modify anything to your taste.
- Video tutorials included
Learn quickly and start designing your game.
- Overview:
Ability System Component: Main component to put on any entity. Holds the entity's attributes, abilities that can be used, and Gameplay Effects/Tags currently applied to it.
Attributes: Numeric values e.g. Health, Mana, MaxHealth, MaxMana, MovementSpeed, AttackDamage, CriticalChance, Armor.
Modifiers: Change the value of attributes (Add, Multiply, Override). Modifiers come in 4 flavors: Simple (a constant value), Scalable (Scales it's output by a function e.g. Curve), AttributeBased (Uses another attribute to compute the modifier output) and SetByCaller (Set by some external data)
Gameplay Tags: Can be used to categorize effects/abilities or define states. e.g. Element.Fire, Stats.Buff.Stun or State.Movement.Sprinting
Gameplay Effect: Apply a set of modifiers and Calculations to an AbilitySystemComponent (asc). These effects can have different durations: Instant, Duration, Infinite and Periodic.
Calculations: Adds the capability to create any custom behavior/effect. Needs custom code. Executed with the GameplayEffect that has it attached.
Gameplay Ability: Abilities with cost, cooldown, activation/blockage tags. Included: Instant, Passive, Toggle, Ability Tasks (Abilities that are async and need to wait for external events, like animation triggers). Melee and projectile ability example included. Any other custom, non general ability can be created by extending this class.
Gameplay Cues: Play sounds, particle effects, animations by just adding a tag to the effect/ability and the prefab on CueLibrary