About the Event Sequencer

The Event Sequencer was originally created on January 11, 2026. It was made for the project “Resonant Stone” as a scalable way to interact with game objects and scripts easily.

What is the Event Sequencer?

The event sequencer is essentially a visual coding language for “if - then” operations. By applying Conditions and Events, the sequencer will check each condition. Once all conditions are met, the event will begin.

When would I use the Event Sequencer?

Technically speaking, you can use it anywhere you’d like. The recommended place to use it is when you have similar but slightly varied systems that you want to use multiple times. For example, the Event Sequencer is currently operating as an Enemy Spawn System in “Kin Tandem”, where designing the start conditions and waves are made very simple. It can also be a great way to space functions out through time, instead of needing dozens of individual frame timers or coroutines.

Why does this matter?

The main draw of the Event Sequencer is scalability. While making a single object move upon entering an area can be simple, what if you need dozens of objects to move when you enter dozens of areas? What if you also want objects to move when you look at them? When you look away? Instead of programming scripts for every single one of these use cases, the Event Sequencer makes sure you only need to make each functionality once.

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Anatomy of the Event Sequencer