[RELEASED][1.3] Game Rules - Not just another Visual Scripting extension

Game Rules is not like other Visual Scripting tools. The concepts are totally differents.

Other visual scripting tool tries to provide a very generic implementation, to let the developer being able to setup visually the logic he needs. he outcome of such extensions is quite complex graphs, with poor performance as the execution needs to use some reflections.

Game Rules, instead, provides an extension to build rules, stored in a rule repository. Each different rule type has a specific purpose and is configured using a modern UI with nice features like C# code completion. The rule repository is just a storage. Then, the developer executes the rule assembly process which assembles different rules to generate C# scripts that exactly fits to what the developer needs with same quality than hand-crafted code. So there is no performance issues and it saves developers lot of effort and pain when developing scripts by hand.

The generated code is fully readable and is then attached to different game objects.

There is no asset category for Code Generators, so Visual Scripting is the category that fits the best for that extension even if it would need a specific new category.

Game Rules is now released. After 2 years of development, reusing concepts of rules engine used in powerful softwares for banking and insurance sectors, I have released a visual scripting editor in Unity.
Game Rules is for both artists and C# developers. Using a top-down approach, you create your flows and state machines, reusing or creating logics. Then the rule assembly and rule resolution are performed to generate your code. No need anymore to use Mono or Visual Studio.
You get plenty of features:

  • versioning
  • modern UI
  • code completion
  • existing rules ready to be used
  • state machines

You can find the package here:

Check out the Tanks tutorial made with Game Rules to demonstrate how it works for advanced code:
http://game-rules.net/manual/tutorials.html

Another package for Unity Teams is in preparation, using cloud database for rules repository, and parallel development with checkin/checkout features for team of developers.

All comments, feedback and ideas are welcome.




TANKS! Tutorial

http://game-rules.net/manual/tutorials.html#

I have just added a poll to get feedback on versioning aspect.
Versioning is in place currently through ruleset versions, and aditional feature like Branches and Checkin/Checkout are part of the roadmap.
I would need to get some feedback from developers if this feature is critical or not.

New price and new release 1.3 with one fix on state machines.

Game Rules is not like other Visual Scripting tools. The concepts are totally differents.

Other visual scripting tool tries to provide a very generic implementation, to let the developer being able to setup visually the logic he needs. he outcome of such extensions is quite complex graphs, with poor performance as the execution needs to use some reflections.

Game Rules, instead, provides an extension to build rules, stored in a rule repository. Each different rule type has a specific purpose and is configured using a modern UI with nice features like C# code completion. The rule repository is just a storage. Then, the developer executes the rule assembly process which assembles different rules to generate C# scripts that exactly fits to what the developer needs with same quality than hand-crafted code. So there is no performance issues and it saves developers lot of effort and pain when developing scripts by hand.

The generated code is fully readable and is then attached to different game objects.

There is no asset category for Code Generators, so Visual Scripting is the category that fits the best for that extension even if it would need a specific new category.