Generational Legacy System — A Dynasty Engine
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A drop-in dynastic gameplay layer for Unity. Characters are born, age, marry, inherit polygenic + Mendelian traits, and pass on titles across generations — backed by a Worldbox-style village demo.Dynasties as a live, deterministic graph.Generational Legacy System (GLS) is a drop-in dynastic / generational gameplay layer for Unity. Characters are born, age through life stages, marry, have children that inherit polygenic and Mendelian traits, found dynasties, and pass on titles and heirlooms when they die — all on a deterministic, event-driven C# core that you can pause, rewind, and inspect.Use it as the spine of a roguelike successor run, the simulation layer of a strategy game, the social fabric of an RPG, or the lifecycle backbone of a sandbox. GLS doesn't tell you what kind of game to make — it gives you a complete, tested model of "people who live and die" and lets you wire the rest.Why GLSReal polygenic + Mendelian genetics. Continuous traits inherit Gaussian-style from both parents; discrete traits follow allele rules. Cross any two characters in the Genetics Simulator window and preview the offspring distribution before you ship.Lineage that actually means something. Family trees, dynasty membership, and succession are first-class. Titles and heirlooms route through inheritance laws on death — you don't write the bookkeeping.Deterministic & event-driven. Same seed → same world. Every birth, marriage, death and inheritance flows through the standard event bus, so your gameplay code subscribes once and stays decoupled.100% C# core. No GameObjects, no MonoBehaviours, no scene magic in the simulation layer. Run it in tests, in headless servers, on background threads. Unity is just the host.Drop-in. Add the package, point a MonoBehaviour at a LegacyWorld, tick it. That's the integration. Asmdef-clean, no third-party deps beyond Unity's Newtonsoft-JSON.What's in the boxCore simulationCharacters with life stages (infant → child → adolescent → adult → elder), aging, deaths, and configurable lifespansMarriages, pregnancies, births — gated by age, kinship and culture rules you can overridePolygenic stat inheritance with cultural baselines and per-trait varianceMendelian discrete traits (eye colour, hair, blood type, custom alleles)Dynasties, surnames, succession laws, inheritable slots (titles, heirlooms, equipment)Buff/state library you can extend with your own BuffDefinition ScriptableObjectsEditor tooling — Window → GLSGLS Hub — pause/resume, speed slider, year stepping, world snapshot, event tailFamily Tree — interactive lineage graph for any characterDynasty Inspector — every member, age, marriage and stat at a glanceGenetics Simulator — cross two parents, preview offspring distributionsAll four windows auto-discover the active world via ILegacyWorldProvider, so they work with the bundled demo and with your own host scene unchanged.Worldbox-style showcase sceneFounder couples, villages, shared granaries, banners, six building kindsVillagers gather food / wood / gold and dump it at the village bannerEach building gives a stacking buff (House, Farm, Granary, Workshop, Barracks, Shrine)Hostility ramps over time → wars declared with motives (greed, overcrowding, idle hands), warriors plunder enemy banners, peace ends on satisfaction or decimation. Winner annexes loser's buildings.Trade between non-hostile neighbours — surplus food/wood for goldReal LegacyWorld underneath: every event you see flows through the same bus your game wouldAdapters (optional)RPG stat block bridgeInventory bridgeVisual Scripting nodesDocumentationTwo PDFs ship with the package:GLS_Asset_Overview.pdf — full architecture & demo walkthroughGLS_Integration_Guide.pdf — step-by-step recipe for adding GLS to your own game (asmdef wiring, building a LegacyWorld, ticking, events, save/load, custom traits, three integration patterns)Unity 6000.0 or newerMono · IL2CPP · .NET Standard 2.1Windows · macOS · Linux · iOS · Android · WebGLSingle dependency: com.unity.nuget.newtonsoft-json (auto-installed)No render-pipeline lock-in (URP / HDRP / Built-in all fine — GLS is engine-side, not visual)


