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Quark Framework

http://quarkup.io

This page contains a summary of the project, an extended version of this can be found here

Quark is a game development framework which utilizes high level modularity for building mainly role playing games using the base components it provides.

For example, a Spell that deals 10 damage to nearest character is defined like this:

public class BoomSpell : Spell
{
	public override TargetMacro TargetMacro {
		get {
			return new NearestCharacter(5);
		}
	}

	protected override EffectCollection TargetingDoneEffects {
		get {
			return new EffectCollection {
				new DamageEffect (10)
			};
		}
	}
}

Features

Currently, the following list is implemented and running in Quark:

  • Quark Controlled Objects (Characters and Targetables)
  • Object Manipulation (Effects)
  • Targeting (TargetMacros)
  • Time or Event Driven Activities (Buffs)
  • Projectiles (MissileControllers)
  • Casted Activities (Spells)
  • Casting (Cast)

Also there are more features on the way.

Installation / Using

There is no actual installation, you can simply build the project and include Quark.dll as an asset in your Quark game, or just run the to-be-provided Quark.unityasset file.

For usage part, if you used the Unity Asset way, it is easy. Simply drag the Quark.Head prefab to your hierarchy and your scene is ready to use Quark.

If you included the dll, you should create a Quark.Head object. For details, please refer to this article

Contribute

Source and issues of Quark are held in this GitHub repository.

Support

If you need help, you can use the GitHub issues or send me an email

License

Quark is licensed under Apache V2 License.

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