Introduction
GASify - Gameplay Ability System for Unity
Last updated
GASify - Gameplay Ability System for Unity
Last updated
A Gameplay Ability System (GAS) is a framework/toolkit to create any game mechanic.
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.
GASify is inspired by Unreal's Gameplay Ability System.
A spell ability that lasts 10s and heals your target every 2s for 20% of your total Mana.
A passive that increases your CriticalChance by 5% of your MaxHealth but reduces your Armor by 30% your CriticalChance.
A buff that increases your AttackSpeed by 10% of your missing Health for 5s every time you receive damage.
A fireball spell that sets objects on fire, causes instant 120% of your MaxDamage as fire damage and 50% your MinDamage as burning damage over 60s.
A water spell that stops any fire effect and converts any remaining damage over time into healing.
A projectile ability that disables any Healing effect on a given target, reduces his Armor by 10% of your total Mana, and makes anyone in a 10m radius get poisoned for 50s.
A mind control spell that allows a player to take control of another character
You can combine and stack effects, attributes and tags to create any crazy mechanic!
Abilities can also represent a wide array of ingame actions, and are not limited to powers or spells that players explicitly use. Hit reactions, object interaction, animations, vfx/sfx cues are also easily handled.