@quarrelgame-framework/server
v1.0.0
Published
A flamework-based flamework for combat game development.
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Quarrel Game Framework - QGF 💥
Quarrel Game Framework is a series of runtimes that allow developers to create a variety of hand-to-hand combat games similar to other games like Black Magic II, Guilty Gear Strive, and Under Night In-Birth.
Todo
- [x] 3D Camera
- [x] 2D Camera
- [x] Input Registry
- [x] Frame Data
- [x] Attack Execution
- [x] Custom Characters and Movesets
- [x] Motion Inputs
- [x] Command Inputs
- [x] Entities and Combatants
- [x] Match System Logic
- [x] Jumping
- [x] Hitboxes
- [x] Disjoint Hitboxes
- [x] No Physics Bouncing
- [x] Combo Choreography - Gatling / BEAT!
- [x] Motion Input Controller Overhaul
- [ ] Entity System Rewrite - Client-side Gameplay, Rollback Templating (Velocity, State Changes)
- [ ] Combo Choreography - Air Combos
- [ ] Combo Choreography - Blocking
- [ ] Combo Choreography - Perfect Blocking
- [ ] Motion Input Overhaul: Charge Inputs, Charge Inputs with min/max Timing**
- [ ] Hurtbox Support
- [ ] Double Jumping
- [ ] "Matchmaking" System
- [ ] Attack Cinematics
- [ ] Defense Cinematics
- [ ] Animations - On-Demand Inverse Kinematics (grabbing, pinning, etc)
- [ ] Chickynoid Integration
- [ ] Rollback Netcode (use Chickynoid)
- [ ] Component Garbage Collection
Usage
This project depends on Flamework. Flamework is a framework designed to make games simpler to create using a singleton and component structure.
To get started with this package, first install it:
yarn add @rbxts/quarrelgame-framework
npm install @rbxts/quarrelgame-framework
After the package is installed, you'll notice that it does quite a bit of.. nothing.
This project doesn't do much on its own, and it definitely will not be your easy break into making your own fighting game without the adequate knowledge.
This project exports a variety of singletons for the server and the client that can be used as dependencies or superclasses for your own modules. Some singletons are not meant to be used as a superclass; this will be described in the documentation and in the intellisense.
The core of the client is the Client controller. This controller has a variety of methods to handle players and their operations, like events and functions:
export function ExampleFunction()
{
const { character } = Dependency<Client>();
character.BreakJoints();
}
On the server, the core is represented through the QuarrelGame service. The QuarrelGame service is a singleton that handles most events that need to be functional immediately when the framework starts. These events have a default functionality, but they can be modified as long as they return the same type as the default. The QuarrelGame service also is intended to automatically add components that are integral to the background functionality of the framework.
To see more regarding the usage of this package, please observe Quarrel Game.