The Quarrel Game Framework 💥
Quarrel Game Framework is a lightweight framework built as an attempt to advance the Roblox fighting-game scene as a whole by abstracting away the most difficult parts of fighting-game development such as Rollback, thus allowing the developer to focus on the more important things like world design and fun.
As a fighting game framework, this framework tries to preserve three ideals in order to make the development experience worthwhile and as streamlined as possible:
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A fighting game made with this framework should have as little boilerplate as possible with as much function as possible. We're talking no more than five modules to get your game up-and-running and playable.
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We need to stay in our own lane. It is very likely that developers want to have other functionalities on the side and we shouldn't impede on that. Singletons and components should turn on and off seamlessly with no visible artifacts.
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Customization above all. If we leave developers yearning for what should have been instead of what could have been, we did something wrong. Points of contention should be amongst the developers, not us.
With that said, here's what we have in store as of now:
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Input Registry
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Frame Data
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Attack Execution
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Custom Characters and Movesets
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Motion Inputs
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Command Inputs
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Entities and Combatants
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Match System Logic
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Jumping
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Hitboxes
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Disjoint Hitboxes
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No Physics Bouncing
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Combo Choreography - Gatling / BEAT!
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Motion Input Controller Overhaul
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Entity System Rewrite - Client-side Gameplay
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Entity System Rewrite - Rollback Templating (Velocity, State Changes)
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Multi-Jumping
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Hurtbox Support
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Combo Choreography - Blocking
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Combo Choreography - Perfect Blocking
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Combo Choreography - Air Combos
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Motion Input Overhaul: Charge Inputs, Charge Inputs with min/max Timing**
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Attack Cinematics
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Defense Cinematics
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Rollback Netcode 🏆