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BoxPlanet Game Framework

Turn your story or brand into a custom game.

We build custom games for storytellers, companies, and creators using BGF, our game production framework made with Godot. You bring the concept, templates, storyboard, and brand direction; we guide the design and production. Assets can come from you, from our sourcing process, or from the default BGF asset base.

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Actors and Progress

What An Actor Is In BGF

In BGF, an actor is any active entity that participates in gameplay or story interaction. Actors can represent:

  • player characters
  • ships
  • enemies
  • allies
  • neutral NPCs
  • special encounter units

This gives the framework a flexible roster model for both action-heavy and story-heavy games.

Play Styles And Movement Models

BGF currently supports multiple movement approaches, including:

  • regular top-down movement
  • ship-style movement with turning, thrust, and braking

This allows the same framework to support both character action and vehicle or ship-based presentations.

Combat And Role Setup

Actors can be configured into different gameplay roles such as:

  • player-controlled units
  • allied helpers
  • neutral units
  • enemy forces

Actors can also carry different combat and encounter characteristics such as:

  • health, shield, stamina, damage, speed, fire rate, and cast rate
  • dash and regeneration behavior
  • loot drops on defeat
  • spawn-on-death behavior for split or swarm encounters
  • contact-based capture or damage behavior

AI Behavior Styles

For non-player actors, BGF already supports multiple behavior styles, including:

  • aggressive pursuit
  • docile non-hostile presence
  • guard behavior around an area
  • curious approach behavior
  • skittish retreat behavior

This gives encounter design more range than simple "always attack the player."

Progression And Level Growth

BGF supports actor growth over time through:

  • experience and leveling
  • per-level stat growth
  • different progression curves for different actor types

This makes it possible to create actors that develop steadily, spike in power later, or remain simple depending on the game's design goals.

Unlockable Actors

BGF supports locked and unlockable actors. Unlock logic can be based on long-term player progress such as:

  • lifetime points
  • total runs completed
  • runs using a specific actor
  • kills using a specific actor
  • survival time using a specific actor
  • unlocking a prerequisite actor
  • achievement-based milestones

This supports roster expansion, progression gates, and upgrade paths.

Upgrade And Replacement Paths

BGF also supports upgrade-style actor progression where an older actor can be superseded by a newer one. From a client perspective, this is useful for:

  • hero upgrades
  • improved ship models
  • story-based transformations
  • roster evolution over a longer campaign

Persistent Player Progress

BGF tracks long-term progress that can support systems such as:

  • unlocked actor roster
  • lifetime performance milestones
  • per-actor run history
  • per-actor kill history
  • long-term survival records
  • persistent inventory and saved campaign rewards

Example

Ash d'roid demonstrates how BGF can present the playable actor as a ship roster, while the same underlying actor model can also support character-based lineups such as the ones used in Sylpets.

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