SPAM - Performance oriented and GC free ability and projectile framework

After some time building, profiling, and tuning, I finally present my Ability and Projectile framework: “SPAM - Spells Projectiles Abilities and Magic Framework

The framework is intentionally made in a way that it easily integrates in both brand new and existing projects without any fuss. Features are opt-in and it doesn’t decide how your game should work, it simply provides an easy way to design and manage abilities / projectiles with automatic pooling and other performance-oriented features. It’s primarily focused on 3D, but 2D is supported. It works in any camera mode (top-down, FPS, 3rd person). It saves you loads of time by doing the heavy lifting for you, and you can have your first ability ready to be spammed in minutes!

I’ve got a discord which you’re free to join and ask questions: SPAM Framework

I also recently started making tutorials also, you can check them out here:

Again, if you got questions feel free to ask! I’ll gladly answer almost anything.

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This looks fine, really! Only thing I feel the need to reply is the name: SPAM. I got this in my inbox and the first reaction to it is: Spam? Delete!

Have you considered that SPAM is universally considered a negative thing no one wants to deal with? And now this is what you named your product. Just think about it. :wink:

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[quote=CodeSmile, post: 8382699, member: 602581]
This looks fine, really! Only thing I feel the need to reply is the name: SPAM. I got this in my inbox and the first reaction to it is: Spam? Delete!

Have you considered that SPAM is universally considered a negative thing no one wants to deal with? And now this is what you named your product. Just think about it. :wink:
[/quote]
Thank you, and believe me I have! It’s also about the only “negative” feedback I’ve gotten so far.

It might be that I grew up when spam was mostly a month pyhon or MMORPG (spamming) thing that led me to use the name. I’ve realised it borders between genial (people react to it and start talking) and marketing-suicide (wtf I dont want spam!), but I’ve come to the conclusion that I’ll keep it as long as it doesn’t prevent me from being included in sales or promotions. I believe in my users, they can hopefully see beyond the initial reaction and look what’s actually under the hood. =)
Again, it could be like shooting myself in the foot but I’ve had a somewhat steady sale count per day since launch and the people that joined Discord this far are fantastic!

It would be fun to A-B test it though to see if it would affect sales.

Thank you again for your input!

1.2.0 just released!
This version adds a completely new system to the framework: Conditions.
Conditions is a versatile and powerful system that can be used to create alot of diverse effects, like the following (non-exhaustive) list of examples:

  • Add condition(s) to targets on ability hit (stunned, on fire).
  • Apply additional effects when a target has or lacks a certain condition (if target is on fire, deal additional damage and remove on fire).
  • Only apply effects from abilities when the target/caster meets certain pre-conditions (can only be used on targets that are frozen. Can only be used when caster is shielded).
  • Add VFX to a target when it’s under a certain condition (on fire can display burning VFX).
  • Allow for emergent gameplay (targets/caster gets wet when standing in water, which could enable/disable the use of some abilities or change how they work).
  • Add states to targets when they equip a certain item (equipping a shield grants the shielded condition).
  • Add elemental groups / types to your game (human, undead, troll… which then could be used as “if caster is vampire and target is human heal caster”).

Conditions can be customized in a lot of ways, and has more uses than the ones outlined above. Please see the documentation either online or supplied with the package for more information.

Let me know if you have any questions.