Skip to content

Latest commit

 

History

History
81 lines (73 loc) · 9.99 KB

documentation.md

File metadata and controls

81 lines (73 loc) · 9.99 KB

Omega Game Framework: Documentation

NOTE: OGF is desgined as an alternative to UE's "Gameplay Ability System". While not technically incompatible, it is NOT recommended to have both active in a project.


Subsystems

Name Type Description Doc Status
Game Manager Game Instance Create & manage Gameplay Modules, & Fire Global Events ✅READY
Save Game Instance Save and Load the Active & Global game data. ✅READY
Gameplay World Create & manage Gameplay Systems. ✅READY
Player Player Player-specific subsystem for handling UI and input. 🟡WIP
Zone World Subsytem for managing between level zones & transitioning between levels. ✅READY
Dynamic Camera World Subsystem for dynamically blending between various cameras based on a priority list. 🟡WIP
Data Item Game Instance DataAssets with modular traits that can be accessed or effect an actor. ❌Incomplete
Game Preferences Game Instance User-specific prefernced that can be edited and saved as a FVector in the Game or Global saves. ✅READY
BGM World Subsytem for playing and managing BGM (music). 🟡WIP
Message Game Instance Fire & Log FText messages for gameplay purposes. 🟡WIP
Linear Events World Run & manage Linear Events graphs for linear data-driven, async gamepaly events. ✅READY
Flow World Run & manage FlowAsset graphs for branching data-drive, async gamepaly events. ❌Incomplete
Mods Game Instance Load .lua and Override files from the Mods folder 🟡WIP
Lua Game Instance Runing local lua files 🟡WIP

Components

Name Description Doc Status
Combatant Manage Attributes & Abilites as well as recieve Gameplay Effects 🟡WIP
Combatant Extension Add additionally functionallity relevant to the Combatant Component. 🟡WIP
Actor State Save a Gameplay Tag as an actor state, that will be reloaded when the actor or game is reloaded. ❌Incomplete
Actor Targeting Add actors to a registry list and cycle through them to get a "target" actor. 🟡WIP
Combat Encounter Creates a Stage and Encounter instance ofr handling gameplay encoutners involving combatants. ❌Incomplete
Equipment "Equip" Data Assets to slots, with options to have the equipment modify combatant skills & attributes. 🟡WIP
Gameplay Systems Activates a list of gameplay systems which are deactivated upon the component's destruction. 🟡WIP
Instanced Actor Creates instances of an actor, using the same functionality with different context objects. 🟡WIP
Inventory Add and store an int32 count of Data Assets. ❌Incomplete
Leveling Add XP and calculate a level/rank for a an actor based on a custom curve asset. 🟡WIP
Skin For Modular Characters. Creates a child actor to a Character, binding all it's SkeletalMeshComponents to the owning character's AnimInstance. ❌Incomplete
Subscript A simple ECS-style component. Add extra custom functionality to an actor from a instanced subscript or CollectionAsset of subscripts. ❌Incomplete
Tool Actor Cycle through a list of actors that can be activated and play montage animations. ❌Incomplete
Quest Create & save a state of a list of gameplay events. ❌Incomplete
Turn Manager Registers & generates a turn-order for a list of combatants, using a custom ability to manage a turn. ❌Incomplete
Zone Entity Registers this actor to the Zone Subsystem, allowing them to be dispalyed in a minimap. 🟡WIP
Grid3D Create a grid of 3D Tile Actors in the world space. ❌Incomplete

Actors

Name Description Doc Status
Abilities Modular gameplay actions managed and executed by a CombatantComponent. ❌Incomplete
Environment Actor containing components for lighting and tening a level. (I.E. Atmopshere, Clouds, Fog, SkyLight, DirectionalLight, PostProcess etc.) ❌Incomplete
Combatant Selector Pawn for inputing and selecting from a list of combatants. ❌Incomplete
Gameplay Effect Actor attached to a CombatantComponent to modify it's status and behavior. ❌Incomplete
Gameplay Cue Cosmetic-only actor containing a Niagara & Audio component. ❌Incomplete
Bullet Projectile that applies effects when hitting a combatant. ❌Incomplete
Advanced Volume Advanced Volume actor utilizing color, icon, and text. ❌Incomplete
Pickup Actor that plays an effect when overlaping with the player, and is then destroyed. ❌Incomplete
Randomized Mesh Randomly selects a mesh to display & offset from a int32 seed, which can be determined by the actors world position. ❌Incomplete

Features/Functions

Name Description Doc Status
Scripted Effects Apply effects to a combatant from a data script. ❌Incomplete
Animation Emotes A DataAsset that playes an anim montage on a character, determined based the character's anim instance. ❌Incomplete
Object Sorter Sort and Filter an array of UObjects with a Sorter Asset. ❌Incomplete
Scripted Trace Run a single or multi trace from a script. ❌Incomplete
Tag Events Fire nont-specific GameplayTag-based events on an actor or group of actors. ❌Incomplete

Widgets

Name Description Doc Status
Data Widgets Display data from a given 'source asset' object. ❌Incomplete
Data Lists Displays a list of Data Widgets from an object array, aligning them based on a layout script. ❌Incomplete
Data Tooltip Hover tooltip for Data Widgets. ❌Incomplete
Menu Async widget that allows for player input. ❌Incomplete
HUD Layer Non-interactive widget typically activated with GameplaySystems, intend to display gameplay data. ❌Incomplete
Popups A widget with a lifetime spawn based on a world position and display custom text/input data. ❌Incomplete