JoyCore is a game system architecture and design "plugin" to encourage game development with less restrictive mechanics, more expressive systems and rules, and generally being able to create deeper gameplay on a lower budget.
The systems-based, data-driven architecture is intended to provide an easy entry point for the sorts of emergent gameplay results that have been a hallmark of immersive sims such as Far Cry 2, the Dishonored series, and many more for decades. The code-side functionality is intended to be as minimal as possible, with ample editor feature support, to allow deep systems to be made entirely within the UE5 editor using Gameplay Tags, in-line Condition definition, Rule Data Assets, and other content-oriented ways of building a variety of possible reactions that can occur under the right circumstances.
This plugin is aimed at requiring no engine modifications and able to be used in full at the project-level.
- Systems-Driven Architecture (🚧) -- One of its main features its a series of functionality and structures for creating and reacting to deep gameplay systems using data-driven events, rules, traits, and reactions.
- Procedural Generation Library (future work) -- PCG functionailty to ease content-authoring burdens and provide forms of content creation non-artists can leverage.
- General-Purpose Tools and Utilities (future work) -- Functionality and content that has proven helpful across just about every project I've ever worked on; this will range from handy prototype materials, light functions, encapsulated environmental functionality/behavior, a native seeded random stream for consistent PCG results, and more.
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This plugin and source is provided under the MIT License.