Overview
The core UGAS specification is deliberately genre-agnostic. A genre pack makes it practical to bootstrap a real game — by humans or AI agents — by bundling two additive artifacts per genre:
-
an additional spec that extends (never replaces) the core spec with genre-specific Attributes, Tags, Abilities, and Effects; and
-
a template: ready-to-use, schema-conformant entity files under the pack’s
entities/directory.
This page is the navigable index of the packs published with this version. For the full map of genres and subgenres — and how the prioritized packs are positioned within the broader space — see the genre taxonomy.
|
This index and the genre packs it links are additive companions to the core
specification. A genre |
Available packs
Each pack is a self-contained directory: a rendered genre spec plus a entities/ folder of
schema-conformant template files you can copy and extend.
| Pack | Scope | Template entities |
|---|---|---|
Role-Playing — seeded by the Action-RPG case study |
|
|
Racing (Forza-style) — seeded by the Racing case study |
|
|
Platformer-led action — seeded by the Platformer case study |
|
|
First/third-person gunplay — ammo economy and hit resolution |
|
Using a pack
A pack is a starting point, not a fixed library. There are two ways to consume one — by hand, or by letting an AI agent scaffold from it. Both produce the same schema-conformant result.
Manual: copy and extend
-
Open a pack’s rendered spec (the Pack column above) to understand its Attributes, Tags, Abilities, and Effects — and its signature mechanic (e.g. the shooter’s accuracy
Channelaggregation). -
Copy that pack’s
entities/directory into your project as the base, then keep, rename, or extend the entities — they are schema-conformant and validate against the sameschemas/*.jsonas the core spec. -
Extend additively: add new mechanics as Effects + Abilities, and new states as
State.tags *granted by Effects (never mutate tags directly). Don’t contradict the core spec or the pack’s spec. -
Implement the engine seams a pack names — its
ExecCalc_*calculators — in your engine; everything else is data.
Skill-driven: let an agent scaffold it
Two complementary skills make these packs agent-consumable:
-
gameplay-creator-assistant— genre-first, whole-game scaffolding. It discovers the packs, helps you pick one, loads itsentities/as the base, and scaffolds the four pillars plus a Gameplay Controller into a working project. Runs guided (interactive Q&A) or one-shot (a genre + a brief in, a full game definition out). Use it to start a new game or prototype. -
ugas-schema-author— single-entity authoring, review, balancing, and simulation. Use it to add or tune one ability/effect/attribute in an existing game.
The two compose: gameplay-creator-assistant owns the whole-game structure and delegates
each entity’s YAML to ugas-schema-author.
Machine consumption
For fully machine consumption, the site root publishes llms.txt (a discoverability index)
and llms-full.txt (the complete context: the spec plus every schema, example, and
genre-pack entity in one file).