World Craft Graph turns crafting from a menu interaction into a physical world event. The player doesn't open an interface — they hit, crush, heat, combine. As a developer, you describe the rules of those transformations as a visual graph, without writing a single line of code.
The idea
Drop three stones next to each other. Hit them with a sledgehammer. If the conditions match, the stones disappear and a stone slab appears in their place. This isn't a hand-written script. It's a graph of rules that fires because the world dispatched an impact event, the system found a matching recipe, and applied it.
That's how all crafting works in World Craft Graph: rules instead of recipes, the world instead of menus, events instead of buttons.
Features
- Visual graph editor. A full node editor with node categories, search, validation, and clear execution tracing.
- Event-driven architecture. Impact, tool use, placement, heating, crushing, mixing, ignition, timers, custom events — all extensible.
- Flexible item model. ScriptableObject definitions, runtime components, dynamic properties, timed states, tags.
- Rich node palette. Queries, filters, conditions, logic, modifiers, actions, outputs — everything needed for non-trivial recipes.
- Conflict resolution. When multiple graphs match an event, the system picks by priority or specificity — strategies are extensible.
- Extensibility API. Add your own event, condition, modifier and action nodes without touching the core.
- Debugging out of the box. Execution tracing answers: which graph ran, why, where it failed, which items were selected.
- Demo scenes and ready-made recipes. Stone slab, herb powder, primitive axe and more.
Who it's for
- Survival and crafting games where crafting is an action in the world, not a journal entry.
- Immersive sims where items react to tools and physics.
- Sandboxes where players discover recipes through experimentation.
- Any project where the game designer needs to author rules directly, without a programmer in the loop.
It's a focused rule-based world transformation system — built for one job and built to do it at a level that usually takes months of custom code.