šŸš€ Godot G.A.S. Plugin – Project Overview

🧩 What Is It?

The Godot G.A.S. Plugin is a modular gameplay framework inspired by Unreal Engine 5's Gameplay Ability System (GAS) — reimagined and implemented natively for Godot 4+.

Its goal is to bring the power, scalability, and flexibility of GAS to Godot developers while strictly adhering to:

  • Godot engine architecture
  • Best practices for GDScript and Godot plugins
  • Familiar editor workflows
āš™ļø Core Philosophy:
Recreate the capabilities of UE5's GAS system while feeling native to Godot — no awkward wrappers or overcomplication.

šŸ”§ Core Systems (In Progress and Planned)

System Status Summary
Gameplay Tags āœ… Done Hierarchical tags used to define abilities, conditions, cues, and more. Includes full editor UI for category/tag management and inspector dropdown integration.
Attributes āœ… Done (Phase 1) Defines numerical values like Health, Mana, Stamina. Includes regeneration, clamping, and runtime binding via AttributeComponent. Editor UI included.
Cues šŸ”œ Planned Triggered effects like VFX, SFX, and animations, based on tag or ability events. Tied directly to Cue. gameplay tags.
Abilities šŸ”œ Planned Modular logic units that can be activated by actors. Will include activation requirements, costs, effects, and tags.
Cooldown System šŸ”œ Planned Tag-driven cooldown groups to prevent spamming. Fully tag-addressable.
Effects System šŸ”œ Planned Applies modifiers to attributes or state, either instantly or over time (buffs, debuffs, DOTs, HOTs).
Passive Abilities šŸ”œ Planned Auto-triggered or conditionally active abilities based on tag state.
Editor Tools šŸ› ļø Active Visual panels for Tag Manager, Attribute Manager, Cue Viewer, etc. Accessible from the main GAS - Editor tab.

🧠 How It All Works Together

  1. Tags drive behavior.
    • Actors, abilities, cooldowns, and cues all use tags to define state and interaction.
  2. Attributes define numeric gameplay.
    • Values like Health, Mana, and Strength live in AttributeComponent, which other systems read/write.
  3. Abilities use tags and attributes to determine activation.
    • Example: A Fireball ability requires Mana > 20, applies Cue.Burn, and respects a Cooldown.Ability.Fireball tag.
  4. Cues trigger visuals and responses.
    • The system listens for tags like Cue.Burn and shows fire effects.
  5. Editor tools keep the workflow clean and visual.
    • Designers can manage everything without touching code via dropdowns and dedicated manager panels.
āœ… End Result:
A fully tag-driven, attribute-based gameplay framework for Godot developers — letting designers prototype and developers scale up without fighting the engine.

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Jamie Larson
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