Comparison to GAS


Some people asked how the Flow system differs from systems like Gameplay Ability System (GAS)? Naturally, this might be unclear if someone used to implement gameplay mechanics, but not event systems like quests.

Flow and GAS are designed for different groups of designers, working on separate layers of gameplay.

Ability System is designed to script second-to-second gameplay. A core gameplay loop.

The Flow system is designed to easily script pre-designed minute-to-minute gameplay. Event-heavy games.

Example: implementing the Starcraft campaign.

Obviously, Flow Graph can be used to script many different things. It’s basically a generalized way for triggering any kind of actions and reacting to dispatched events (brodcasted delegates). It might be used to implement gameplay mechanics, especially if the gameplay is mixed with the narrative (like puzzles).