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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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BGF Overview

What BGF Is

BoxPlanet Game Framework (BGF) is a flexible game framework for building story-driven action games with structured campaigns, reusable gameplay systems, and variant-specific presentation.

BGF is designed for projects where the client defines the world, story beats, characters, progression ideas, and activity types, while the implementation team builds the playable experience on top of the framework.

What Clients Can Build With It

BGF is well suited to games that combine:

  • Story chapters and map-based progression
  • Action gameplay with enemies, bosses, and encounter scripting
  • Cutscenes and non-combat scenes inside the same campaign flow
  • Character selection, loadout selection, and unlockable content
  • Run-based power growth through cards, items, and equipment
  • Branching routes and multiple map outcomes
  • Multiple branded game variants on a shared framework

Core Building Blocks

Campaigns

A campaign can represent a chapter, mission arc, episode, or story route. Campaigns hold the sequence of maps and define how the player moves from one stage to the next.

Maps

A map is a single playable or non-playable step inside a campaign. It can be a combat zone, a cutscene, a scripted event, a selection screen, a loadout screen, or a minigame-style segment.

Actors

Actors are the active participants in the world. They can be player characters, ships, enemies, allies, neutral NPCs, or special encounter entities.

Items and Equipment

Items can support pickups, consumables, quest progress, persistent equipment, combat loadouts, and genre-specific gear systems.

Cards

Cards provide run-based upgrades and allow each playthrough to develop differently through stat boosts and triggered effects.

Why This Matters For Clients

BGF does not lock a project into a single style of stage or progression. A single game can move between:

  • narrative scenes
  • playable combat maps
  • branching choices
  • character or ship selection moments
  • equipment preparation scenes
  • boss encounters
  • side activities or minigame-style maps

This makes it useful for projects that need both structure and variety.

Example Positioning

  • Ash d'roid shows how BGF can support a space-combat presentation with ship selection and equipment loadouts.
  • Sylpets shows how BGF can support a more character-driven chapter structure with cutscenes, exploration-style map flow, and side-activity maps.

These are examples of presentation and content direction. The underlying framework supports the broader feature set described throughout this documentation.

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