Systems
Systems
ALIS is built around interacting systems grounded in real-world logic. Each system is modular, tested, and documented independently. Browse source.
Survival Physiology
- Calories, hydration, fatigue, condition
- Threshold states with cascading effects
- Server-authoritative core state
Inventory
- Grid-based spatial packing: items occupy real space
- Weight and volume as constraints
- Equipment grants storage
- Hands-only baseline when unequipped
Mind
- Inner voice driven by player state and surroundings
- Thought sources from vitals, environment, dialogue, and quests
- Priority and deduplication keep it useful, not noisy
- Guidance through awareness, not waypoints
World
- Real terrain: streets, building footprints, elevation
- Tile-based data-driven geography
- Spatial queries and point-of-interest management
- Material context attached to places and objects
Dialogue
- Universal data-driven dialogue for NPCs, objects, and terminals
- Dialogue output can feed the Mind system as a thought source
Interaction and Object Capabilities
- Object interaction tracing and event routing
- Capability-based objects: lockable, loot container, pickup
Character, Motion, and Combat
- Base character plugin for gameplay modes
- Skeleton-agnostic motion primitives
- Gameplay Ability System integration layer
- Combat framework as a feature plugin
UI
- Descriptor-driven screens
- Per-system screens for vitals, inventory, dialogue, mind, settings, and menus
Data Architecture
- JSON-driven definitions and layouts for many iteration paths
- Asset sync and definition generation
- Placement propagation into scene objects
- Universal generators instead of plugin-by-plugin custom authoring pipelines
Loading
- Six-phase content loading after boot
- Resolve, mount, preload, activate, travel, warmup
- Separate boot orchestration for plugin code before engine UI exists
Build and Delivery
- Public scripts package Win64 release builds through Unreal Automation Tool.
- Release signing generates
SHA256SUMS.txtand a detached signature. - Verification checks the public-key fingerprint, detached signature, and listed asset hashes.
- Separate client and server build targets exist in source.
Multiplayer
- Online play framework with dedicated server support
- Server-authoritative component replication
- Headless server builds are part of the target layout
Save and Settings
- Game state persistence
- Typed player settings consumed by gameplay and UI