JustLive is an ambitious open-world game project focused on extreme moddability, performance, and a C++-driven core architecture. Our goal is to create a vibrant, dynamic sandbox where players and modders have unparalleled control over the game world, characters, and systems.
Forget the constraints of traditional game engines; we're building a highly optimized experience that empowers creativity.
We are consciously building a game that moves away from heavy reliance on Unreal Engine's visual scripting (Blueprints) and asset pipeline for core gameplay logic, opting instead for:
- C++-Driven Core: All critical gameplay systems, movement, animation, AI, and game managers are implemented in optimized C++ for maximum performance and control.
- Data-Driven System: Game data (character stats, item properties, quest definitions) is managed via custom binary formats and text-based (XML/JSON) definitions, making it easily moddable and highly configurable.
- Virtual File System (VFS): Introducing a custom VFS to manage content efficiently and enable seamless modding.
- Custom Scripting Language: A dedicated scripting language, compiled to bytecode (
.scc), provides high-level logic and extensive native API access to the C++ engine. - Minimal Editor Use for Modders: Our philosophy aims to free modders from the burden of installing and learning the Unreal Editor. Modders should be able to create and inject new content using simple external tools, text editors, and 3D modeling software.
- Core Game Module:
JustLivemodule with custom components and managers. - Custom Scripting System:
- Compiler: Standalone compiler (
.scto.sccbytecode). - Runtime VM: Embedded in-game Virtual Machine.
- Native API: Extensive C++ API exposed to scripts (Math, String, Collections, Audio, UI, Lighting, VFS).
- Compiler: Standalone compiler (
- Virtual File System (VFS):
- Initial implementation of
UVFSManagerwith generic archive handling. - Default mount points (
@content,@data,@scripts,@mods) are supported for flexible pathing.
- Initial implementation of
- Asset Loading System:
- XML-driven asset loaders for Audio and Animation.
- Folder-based scanning for modular content.
- AdvEdUtilityGraphSys Plugin:
- AnimationBPLibrary: Programmatic Animation Blueprint construction via C++ and Python.
- MaterialGraphLibrary: Programmatic Material graph generation via C++ and Python.
- Editor automation and procedural asset generation capabilities.
- Player/Pedestrian System:
- C++-driven
APedandAPlayerPedbase classes. - C++-driven movement and camera control using Unreal's
Enhanced Input System. - Standard Unreal Assets: utilizing Unreal Mannequin/Quinn and standard animation assets for a robust and rapid character pipeline.
- C++-driven
- Specialized Audio Players:
UMusicPlayer,USFXPlayer,USpeechPlayerfor high-level audio control, managed byUAudioManager.
This project is in active development, laying down a robust foundation for a truly moddable experience. We are currently focusing on core systems, with many exciting features planned:
- Moddable Asset Flow: Streamlined workflow for modders to replace traditional
.uassetcontent. - J-Tools Toolchain: Development of standalone, lightweight tools for modders.
- JMap (World Definition): Implementation of a text-based (XML) to binary (
.jmap) world format, enabling external level design. - Modular Character System: Data-driven system for swapping character body parts and animations.
- Modular Chaos Vehicle System: Custom C++ vehicle physics and handling, supporting diverse vehicle types (cars, helis, bikes, boats, planes, hovercrafts) via script-configurable components.
- Advanced AI & Gameplay Systems: Full C++ implementation of AI behaviors, mission systems, and core gameplay mechanics.
We are building a community around this vision. If you are passionate about open-world games, modding, and robust C++ development, we'd love your help!
Especially, we are looking for contributors who can help with:
- 3D Artists: To create unique, modular player/pedestrian meshes, animations, and vehicle models.
- Animators: To bring life to our characters with C++-ready animation sequences.
- Sound Designers: To create audio assets for our custom audio banks.
- C++ Developers: To enhance core systems, build J-Tools, implement custom loaders, or expand native APIs.
Do you hate new devs ruining games without any improvements? Do you believe games should be truly moddable and empowering? Join us!
This project aims to demonstrate that a small team can build a game with AAA-level moddability and control, by carefully architecting around Unreal Engine's strengths and weaknesses.
Welcome to JustLive!