Everything Your Game Needs to Run
From first frame to final save — the systems every project depends on
Manager System & Startup
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.
- Ordered Startup — Systems initialize in declared priority order
- Game Flow — New game, continue, load file, and return to title screen
- Manager Registration — Drop-in extensibility with the Startup Managers list
- EBus Integration — Broadcast and respond to startup lifecycle events
Save System
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.
- Entity Savers — Attach Saver components and serialize any state
- Record Keeper — Persistent flags and counters across sessions
- Save Slots — Multiple save files with flexible slot management
- Save/Load Events — React to save and load lifecycle on any entity
Stage Manager
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.
- Stage Loading — Clean load/unload with state persistence
- Spawn Points — Configurable per-stage entry and respawn locations
- Navigation Settings — Per-stage pathfinding area configuration
- Transition Events — Notify any system when stages change
Options System
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.
- Input Profiles — Named control schemes switchable at runtime
- Input Blocking — Suppress gameplay input during UI or cutscenes
- Settings Persistence — Options saved and restored across sessions
- EBus Queries — Read any option value from any system
GS_Motion
A runtime system that powers many behaviors across GS_Play. GS_Motion animates transforms, colors, and values smoothly over time using data assets.
- GS_Motion — Animate any transform, color, or float over time
- Motion Assets — Author animations in the editor, play at runtime
Utilities
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.
- Easing Curves — Named ease functions for any interpolation
- Physics Zones — Detect entities entering or leaving trigger volumes
- Value Smoothing — Spring and smooth-damp followers for any float
- Spline Tools — Sample positions and tangents along editor splines
Technical Specifications
Components
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
Dependencies
Required: None — GS_Core is the base gem
All other GS_Play gems depend on GS_Core.
EBus Interfaces
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
Data Assets
Motion Assets: Author clusters of animation to playback simultaneously on Play.
Save Files: Structured JSON save slot data
Input Profiles: Named control scheme definitions
The Layer Everything Builds On
Deterministic Startup
No more startup race conditions. Systems initialize in priority order. Every frame begins with the game in a known, valid state.
Flexible Persistence
Save entity state, track persistent flags, and manage multiple save slots. Works with any game genre — from roguelikes to RPGs.
Daily Utilities
Easing, smoothing, splines, random selection, and physics zones. The components you’d build yourself — already done, already tested.
Start Every Project on Solid Ground
GS_Core gives you a structured, extensible foundation so you can focus on what makes your game unique.
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