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Mini Game Dev

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A member registered May 17, 2023 · View creator page →

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I’ve been building a custom Unreal Engine plugin called RuleForge for my own projects, and I’m trying to gauge whether other developers would find it useful. Its purpose is to help keep gameplay orchestration logic out of actors and one-off Blueprint graphs.

Instead of coupling systems together, you author Events and Rules using Data Assets:

  • Events trigger rules
  • Conditions decide whether a rule should run
  • Effects define what happens
  • Rules can publish more events, allowing larger gameplay flows to be built from smaller pieces
  • Custom Conditions and Effects can be created in Blueprints or C++
  • A runtime debugger shows which events, rules, and effects are active, completed, still running, or failed

Here's an example from one of my projects. This rule runs when the player triggers a trap:


When the event fires, it roots the player, deactivates the trap, sets a failure flag, shakes the camera, waits, then publishes another event to reset the player to the beginning of the tutorial.

Here’s the same rule in the runtime debugger after triggering the trap:


You can see the original trap event and its effects, followed by the Event.ScoutTutorial.ResetPlayerToStart event it published.

I originally built it just for my own games, but another developer suggested it might be useful as a standalone plugin. Before I commit to turning it into a polished tool, I’d like to know whether this solves a real problem for other game devs.

Questions

  • Does this kind of event / rule / effect workflow seem useful for your projects?
  • What would you want to see before considering using something like this?
  • How are you currently handling this kind of cross-system gameplay logic in your projects?
  • If you use Godot or Unity, would something like this be useful in those engines?

Thank you!

Thank you!

I really like the atmosphere and the controls felt good. I had a fun time playing. Good job!

Thank you!

I like this a lot! Building this many interconnected rooms is not easy and I wanted to explore all of them. I think some hints to the key and cake locations would go a long way. Especially if they were written on the walls of the rooms. Good job!

Thank you so much! I'm glad you enjoyed it and your feedback means a lot. I really appreciate the detailed bug report, too. I'll definitely look into these after the jam. :)

This is great! I really enjoyed playing through it. Loved the sharks with lasers and the whole experience felt very polished. Great job!

I really like it! The camera got me as well and I think it needs a compass. It was difficult to know where to look. Great job!

/jam/syntys-12th-birthday-game-jam/rate/4778750

I really liked this! Keeping track of everyone was a bit overwhelming, but I could definitely see this being a full game. Great job!

I liked hiding under objects. The screen shaking was a bit too much for me though. :)

I really liked this! Good old school horror vibes. I didn't realize the tombs were interactable at first and the monster also spawned next to an empty tomb. Great job!

Thank you! If you don't mind me asking, do you remember which area you got stuck at?

Thank you!

Hey! I’m looking to join a team. I’ve been building software for 15 years and recently went solo. No finished games yet, but I’ve been working with Unreal Engine and previously Godot. Willing to learn anything to help the team.

Hey! I’m looking to join a team. I’ve been building software for 15 years and recently went solo. No finished games yet, but I’ve been working with Unreal Engine and previously Godot. Willing to learn anything to help the team.