Understanding GS_Play
Categories:
GS_Play Methodology and Purpose
GS_Play is an intermediate to advanced game development and production framework. Because of this it can rapidly create prototypes and prove out gameplay, but is deeply extensible and customizable — allowing the project to grow, and the game to become exactly what you want to make. This does mean the tools are not as “out of the box” as more beginner-friendly options. You should already know how to make videogames, or be actively studying how to develop features, to get the most out of this framework. Check out the library of lessons and guides to get embedded in any GS_Play feature you’d like to explore.
Due to its modularity, your project should only need to target the features most relevant to your intended gameplay and genre, then build on and around the framework to satisfy any additional needs.
GS_Play is built on the idea of simple, intuitive patterns for every feature — patterns that let you think about how to deploy the functionality, not how it works under the hood. Because of this core tenet, you should be able to reason about what the premade functionality can do, and what custom features you want to contribute to that pool, to author your project rapidly and precisely.
What GS_Play Supports
The core functionality is oriented around character-centric, live-action gameplay. This can be slow and subtle — a point-and-click adventure or survival horror where the action revolves around exploration, investigation, and choosing your own path. It can also be extended to high-paced action: character-driven unit gameplay, supported by cinematic performer visuals, where you attack, roll, jump, dodge, and traverse a complex world. Enter and exit game-time cinematics, or transition into rich, fully authored sequences. The PhantomCam system can keep pace with anything you throw at it.
That is not to say other styles and genres are off the table. Many GS_Play feature sets are genre-agnostic and simply complete the needs of a full production. GS_UI can serve as straightforward menus and indicators, but with the dynamic animation system, wealth of widgets, and precise control of input focus, it can anchor heavily UI-reliant gameplay. With deeply extensible unit control, AI, and input handling, you can pursue the group formation and pathing an RTS requires. Any genre, supported by Audio, VFX, Cinematics, and gameplay systems working together.
The ultimate goal for GS_Play is to get you from a blank canvas to the end credits, and everything in between.
Best Practices
Focus on learning the patterns of each feature set. There are many base elements ready to use from the start, but as you work, keep asking: “What would I do if I needed X for my game?” That question is the right lens for every feature — it keeps you thinking about your game’s needs, not the framework’s internals.
Target only what your game requires. GS_Play’s modularity means you are not obligated to use every gem. Start with the features that directly serve your genre and core loop, then expand from there as the project demands it.
Lean on the EBus pattern. Most systems communicate through request and notification buses. Understanding how to listen for state changes and issue requests is the skill that unlocks the entire framework.
Review Best Practices for full coverage.
Specs
15+ gems, with 30+ feature sets across them.
Feature sets covering
- Operation — Settings, hardware compatibility, and startup sequencing.
- Character & Action — Unit controls and actions, with and against the world around them.
- Environment — Rich environmental development: time, day/night cycles, and sky configuration.
- Cinematics — Camera work, sequencing, dialogue, and character performance.
- Game Feel — Audio, UI and 3D effect bursts, post processing, and motion-based feedback.