Growing Pains - GAS Implemented


Author: Tyler Clardy

Date Posted: 4/25/2024


This last week I focused heavily on the backend of Space Defenders. I implemented the Gameplay Ability System (GAS) as the backbone of our project. GAS is a robust system for creating and managing abilities, status effects, and attributes typically used in many RPGs. Examples of its use include Fortnite, Fallout 4, and Cyberpunk 2077.

GAS is complicated! Navigating the setup for the codebase, and then learning its use in the editor was tough. I had used GAS once before, but never in Unreal 5, which changed the process slightly. I spent the better part of two days implementing it and then fine-tuning it to work perfectly for our needs in Space Defenders. 

In the end it was very worth it, allowing me to create Health, Stamina, Ammo & Clip, and Attack Power stats for all our characters. It also enabled me to create our first ability, a Shoot mechanic for the weapons, as well as our first placeable trap for use in the tower defense side of our game. I followed this up by creating a HUD for the player - tied to those stats I mentioned, as well as implementing a death state for any character who's health reaches 0.

All of my work this week was reliant on getting GAS setup and working flawlessly, which was challenging but ultimately critical to our vision for the project.

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