Game Mechanics with ECS Alexandr Gakhov | 2025/06/03

Fast Prototyping Game Mechanics with ECS

In this series, I want to share my experience using Entity Component System (ECS) to quickly prototype game mechanics. My goal is to explore ECS patterns, understand their strengths, and apply them to design expressive game behavior.

I use Godot and GDScript for implementation. My lightweight ECS realization allows me to:


🎮 Projects

The first was a simple motion test. The Asteroids project expands into combat logic, state switching, and time-based effects. I’ll return to Locomotion later to refine it with lessons learned.


🧠 System Categories

From my experience, ECS systems fall into 3 types:

  1. Trigger Systems
    Detect conditions and attach/remove TagComponents.

  2. Logic Systems
    Query DataComponents (filtered by Tags), update data, and sometimes add new components.

  3. General Calculation Systems
    Transfer or compute values between components. Example: update Velocity based on Thrust.


🧪 Rules I’m Testing

This helps reduce complexity and encourages clean data flows.


🛠 ECS Features (Roadmap)


🧰 Visualization & Tooling Ideas


🧩 Component Types

DataComponent
Holds data like position, velocity, health.

TagComponent
Stateless marker flags:

I aim to replace control-flow (if trees) with data-driven logic using these tags.


🔗 References & Resources


Thanks for reading. I’d love to hear how others structure systems and handle state transitions with ECS. Feel free to reach out or suggest experiments!