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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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Game Flow

Overview

From a client perspective, BGF supports a clear end-to-end player journey: launch the game, start or continue a run, choose the relevant setup options, move through campaign maps, complete objectives, and reach a summary or ending state.

Typical New Run Flow

The standard new run structure can include:

  1. Open the game from the launcher
  2. Enter the landing screen or lobby
  3. Start a new run
  4. Choose or confirm a save slot or run identity
  5. Select a player character or ship, if that variant uses character selection
  6. Select starting equipment, if that variant uses loadout setup
  7. Select a campaign
  8. Enter the first map
  9. Progress through the campaign by completing each map's requirements
  10. Reach a campaign summary, debrief, or end state

Continue Flow

BGF also supports continuing an existing run. A player can return to a saved campaign state and resume from the current point rather than restarting the whole experience.

Flexible Entry Models

Not every game variant has to use the same setup flow. A variant can:

  • include full character and equipment setup before campaign selection
  • skip directly to campaign selection
  • apply default actor or starting equipment automatically
  • present a lobby-style flow for returning players

This is useful when one game wants a deep setup phase and another wants a faster, simpler entry.

What Happens During A Campaign

Once a run starts, the player moves through a sequence of maps. Each map can:

  • present objectives
  • resolve combat or non-combat scenes
  • change story state
  • grant or remove items
  • switch the active actor
  • change equipped loadout
  • route the player to the next map

This means game flow is not limited to repeated combat levels. The campaign can behave like a structured story journey.

End States

A map or campaign can end in several ways depending on the design:

  • successful completion and advancement
  • branch to a different next map
  • restart of the current map after failure
  • end of the campaign with saved results
  • campaign debrief or summary scene

Example

An Ash d'roid-style flow can start with save naming, then move into campaign selection, then enter maps that include ship selection and armoury preparation as part of the story journey rather than as separate systems outside the campaign.

<< Return to TOCProceed to Campaigns and Maps >>