GBWGame - GBWEngine - Complete ARPG Game System. Full-Feature ARPG Development Framework.

๐Ÿš€ GBWEngine - Complete ARPG Development Framework for Unreal Engine
A production-grade ARPG development solution with visual editors, accelerating prototyping and full-cycle development.

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โš™๏ธ Core System Features๏ผš

๐Ÿ”ข 1. Comprehensive ARPG Attribute System
- 52 Base Character Attributes across five categories:
- Consumable Attributes: Health, Mana, Rage, Stamina.
- Offensive/Defensive Attributes: 8-dimensional damage, bonus damage, and resistance (Physical/Magic/Bleed/Poison/Ice/Fire/Electric).
- Resistance Attributes: 7-dimensional resistance (Tenacity, Sanity, Bleed, Poison, Ice, Fire, Electric) โ€“ triggers corresponding negative status when depleted.
- Performance Attributes: Critical rate, critical damage, attack speed, movement speed, jump height, dodge distance, midair dodge count, fall damage/death thresholds.
- Special States: Invincibility, attack uninterruptibility, attack indefensibility.
- 55 Regeneration Attributes:
Each consumable attribute and resistance supports 5 regeneration modes: fixed/max-ratio per second, fixed/max-ratio/attack-damage-ratio on hit.
- Attribute Scaling System:
Level progression (customizable per-level curves),
stat-point allocation (Vitality, Magic, Strength, etc.),
gear modifiers, and dynamic Buff effects.

๐ŸŽ’ 2. Complete Inventory System
- Item Categories: Equipment, Ammo, food, medicament, materials, key items, sundries, avatar cosmetics.
- Rarity System: Four-tier item rarity grading.
- Economy System: Built-in currency and trading logic.
- Item Effect Configuration:
- Food/medicament support instant effects (e.g., health restoration) and persistent Buffs (e.g., defense boost).
- Buffs support time-based stacking, effect-based stacking, no stacking, and cooldown for consecutive usage.
- Visual Editor: All configurations use a graphical, WYSIWYG editor.

โš”๏ธ 3. Modular Equipment System
- Character Slots: Left/right weapon, head, body, hands, legs, three accessory slots.
- Weapon Set Switching: Supports three weapon sets for rapid in-game switching.
- Appearance Adaptation: Gear visuals adapt to different character models.

๐Ÿƒ 4. Intuitive Locomotion System
- Actions Supported: Movement, jumping, dodging, wall-jumping, vaulting.
- Visual Configuration: All actions configured via graphical editor with animation setup.

๐Ÿงฉ 5. Action Module & Ability System
- Module Switching: Supports different action modules based on weapon types.
- Ability Graph Editor:
- Directed graph-based WYSIWYG editor for arbitrary action derivation.
- Each action contains an animation-node-based directed graph for performance/effect customization.
- Supports action unlocking and enhancement for designing combat systems from beginner-friendly to mastery-depth.

โš”๏ธ 6. Deep Combat System
- Attribute-Driven: Combat depth enhanced by comprehensive attribute system.
- Hit Detection: Traditional weapon-swing detection and custom trajectory/range detection.
- Hit Reactions: Interrupt, knockback, launch, stagger, drag, Stun.
- Interrupt Mechanics: Attack parry, guard break, mutual clash reactions.
- Perfect Actions: Special state handling (e.g., counterattack) for perfect Defenses/dodges.
- Execution System: Customizable triggers for high-interaction combat moments.
- Full Visual Configuration: All combat parameters set via graphical editor.

๐Ÿค– 7. Production-Ready AI System
- Out-of-the-Box: Pathfinding, target search, patrol systems.
- Behavior Graph: Complex AI logic configured via simple settings.

๐ŸŒ 8. Actor & Item Spawning System
- Directly place AI/interactive items in scenes with configurable respawn logic (immediate, delayed, or no respawn).

๐Ÿ› ๏ธ 9. Interactive Actor System
- Supports custom interaction logic (e.g., switches, treasure chests, UI menus).

๐Ÿ’พ 10. Save & Fast Travel System
- Save points with fast travel between them.
- Supports Actor state recording (for quests, narratives, etc.).

๐Ÿ–ฅ๏ธ 11. Ready-to-Use UI Framework
- Includes main menu, options menu, in-game menu, HUD, and scene UI implementations.

โš™๏ธ 12. Runtime Game Settings
- Graphics: Resolution, fullscreen/windowed, anti-aliasing, shadows, reflections.
- Camera: Distance, FOV, damping speed, height offset, post-process materials, third-person/TopDown toggle, auto-targeting, character orientation, target camera styles.
- Display: Text language, font size, UI color schemes.
- Controls: Key mapping configuration for keyboard/mouse and controller (via settings interface).

๐Ÿ› ๏ธ 13. Auxiliary Systems
- Text Localization System
- Map & Portal Management
- UI Customization
- Combat Messaging: HUD/scene display support.
- Impact Feedback: Contextual effects (scratches, smoke, sparks, blood, sound, freeze-frame, shake).
- Buff Effects: Scene visuals for Buff types (e.g., shield).
- Combat Camera: Third-person/TopDown switching with action-game-optimized cinematography.

๐Ÿš€ Core Value Proposition
- Zero Foundation Work: Production-ready ARPG framework eliminates boilerplate system development.
- Rapid Iteration: All features configured via visual editors, drastically reducing development cycles.
- Focus on Creativity: Immediate focus on level design, narrative, and core gameplay innovation.

๐Ÿ’Ž Get Started Today
GBWEngine delivers an end-to-end solution for ARPG development, accelerating your vision from prototype to release!

1 Like

(post deleted by author)

Does this plugin provide source code?

Yes, it provides source code

Yes, itโ€™s really coooooooool

ๆˆ‘็š„ๆŠ•่ต„ๆˆๅŠŸไบ†๏ผ

19561