@k chalk me up as another "looked at GAS, went 'that's all this gets me for that much work?', laughed, and wrote my own".

The studio scale you seemingly need for GAS to make any sense is, I don't know, I've never worked at one. But it sure as hell doesn't save me time at my scale. It's assuming I've got all these other absurd requirements of an ability system, and that's the value it theoretically brings, and I just never cared about any of that.

@k it wouldn't be so bad, except it makes everything harder in the future too. It just makes abilities that much more onerous, because they ALL require absurd boiler plate.

THAT SAID if was ever doing a game where I had:

- online that wasn't just lol co-op who cares about cheating
- stackable ability effects (poison etc) coming from multiple sources
- DOTs

Then, yes that's where I'm led to believe GAS saves time.

Like when you're making the kind of game where everything is an MMO ability button on a timer and you're doing a lot of MMO work to make it feel instant even if it isn't. That's the kind of game GAS is for. Even when the MMO ability button is hidden and we're pretending it's an action game (Fortnite etc).

I'll never make one heh. So I'm not sure I'll ever have a use for it. But! I'm told that's where it's useful.

@glassbottommeg @k yeah I think it's invaluable if you're trying to make a multiplayer game, even just a shooter. Takes so much boilerplate out of client side predicted player abilities.

For singleplayer, especially if less complex, it's overkill.

@glassbottommeg @k also has a massive learning curve. Extremely powerful once you really get it, but it takes a long time to get to that point.