GS_Core
Not yet publishedComing soon See what it does
From first frame to final save — the systems every project depends on
Controlled, ordered game initialization. Register your systems in a priority list and they activate in sequence — no race conditions, no undefined states. Start fresh, continue a save, or jump to a specific level, all through a unified interface.
Serialize entity state with extensible Savers. Track persistent flags, counters, and records across your entire game with the Record Keeper. A structured save-slot architecture that adapts to any game's needs.
Level transitions without complexity. Load and unload stages cleanly, configure per-level spawn points, and manage player state across boundaries. Everything needed for seamless, production-quality level management.
Input profiles and player preferences. Read and modify player settings at runtime, disable input during menus, and swap control schemes without restarting. A structured approach to options that scales from prototypes to shipped titles.
A runtime system that powers many behaviors across GS_Play. GS_Motion animates transforms, colors, and values smoothly over time using data assets.
The building blocks you reach for every day. Easing and interpolation curves, physics volume detectors, smooth-damp value followers, weighted random selection, and spline tools — all as components and EBus interfaces.
Startup: GS_ManagersComponent, startup sequencer
Save: GS_SaveComponent, RecordKeeper, entity Savers
Stages: GS_StageManagerComponent, spawn points
Options: GS_OptionsComponent, input profile manager
Systems: GS_MotionComponent
Utilities: Easers, zone detectors, value smoothers, spline samplers
Required: None — GS_Core is the base gem
All other GS_Play gems depend on GS_Core.
Game Flow: New game, continue, load, title screen
Save/Load: Save slot management, record queries
Stage Control: Load stage, query active stage
Input: Block/unblock input, swap profiles
Animation: Play, stop, and query motion state
Motion Assets: Author clusters of animation to playback simultaneously on Play.
Save Files: Structured JSON save slot data
Input Profiles: Named control scheme definitions
No more startup race conditions. Systems initialize in priority order. Every frame begins with the game in a known, valid state.
Save entity state, track persistent flags, and manage multiple save slots. Works with any game genre — from roguelikes to RPGs.
Easing, smoothing, splines, random selection, and physics zones. The components you’d build yourself — already done, already tested.
GS_Core gives you a structured, extensible foundation so you can focus on what makes your game unique.
Coming soon See what it does