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ORK Okashi RPG Kit for Unity released

Discussion in 'Assets and Asset Store' started by gamingislove, Nov 7, 2010.

  1. Catacomber

    Catacomber

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    It's in there. : ) Looking good! Looking forward to ORK2 but quite happy with ORK 1.2.3a now. Leaving you 5 stars.
     
  2. Deonisius

    Deonisius

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    So I was thinking about creating Might and Magic (not Heroes) RPG where turn based movement/combat/ai First Person view is the key (along with the rest of "standard" stuff of items, leveling up, magic, etc.). Here is a video example: http://www.youtube.com/watch?v=rgesUaYZvb0
    Two parter question:
    1) Is it possible to create something like this using ORK?
    2) If it is possible, then how easy would it be to setup something like that (since it is "possible" to create something like this just by using Unity, but whole point of ORK is this process will be much easier).
     
  3. GrumpyOldMan

    GrumpyOldMan

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    @drewradley

    In your loot generator script, what does the percent dice setting do?

    @Deonisius
    You wouldent be able to do the "when you take a step, the monsters take a step too" type of thing that the older might and magics did without scripting it in yourself. But other than that a MM type system should be possible.
     
    Last edited: Sep 29, 2012
  4. drewradley

    drewradley

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    That is a random number between 1 and 100 that determines the chance settings for the items/money. I made it public just to see it in the inspector and changing the value in the inspector shouldn't change anything since it is set at "start".
     
  5. ineteye

    ineteye

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    Hi! Just intrested when you plan to release ORK 2 and is there any features list fot it?
     
  6. brandonabley

    brandonabley

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    You would have a pretty easy time making a somewhat more modern version of M&M with things like full free 3D movement, but the core of the game would be a cinch. Customizing the battle and interface and everything to work the same way would be easy.

    If you wanted to REMAKE M&M EXACTLY, you'd have to do some scripting. It wouldn't be a big project since a lot of it is already there in ORK and it's pretty easy to customize ORK, but you would have to know what you were doing.
     
  7. Deonisius

    Deonisius

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    Thanks for the reply's guys! So then a follow up question is: What if I went "Legend of Grimmrock" style (where interface is similar to M&M and has grid like movement but it is in real time)? How much of that would ORK be able to cover vs how much I would need to code myself from scratch in outside of it (and what would be needed to be done from my end)?
     
    Last edited: Sep 30, 2012
  8. brandonabley

    brandonabley

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    That would take a little bit of work. There isn't any AI or pathfinding or anything, so you'd have to build that in for the enemy mobs. You could also fake it with events and patrol routes. The puzzles and everything would be really easy to do with the event system. I haven't messed around with the point and click controls much, but you shouldn't have much trouble setting up events and things for a first person interface and pixel hunting like in Grimrock.

    The battle interface would either need to be reprogrammed or you would just have to work inside of Ork's constraints. For example the Grimrock magic system wouldn't work the same way out of the box, but it wouldn't be that hard to add it in. Most of the scripts in Ork are pretty easy to call and to work with. M&M or Wizardry-style battles would work out of the box though. You could do real-time or turn-based battles without modifying any code, depending on in you wanted something more like Wizardry (turn-based) or more like Grimrock (real-time).

    Finally, Ork doesn't have grid-based movement. Now, it would take five minutes to change the player controller to work that way, but you would have to add it in yourself.

    So I guess the short answer is that you could make something very similar out of the box. To make exactly the same thing you'd have to invest a week or two into scripting.
     
  9. pneill

    pneill

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    Yeah, I'd also love to hear about what we can expect in ORK 2.
     
  10. Deonisius

    Deonisius

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    Got it, thanks for the information.
     
  11. gamingislove

    gamingislove

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    What you can expect in ORK 2:
    - completely new editor (all things in one editor) with help text for every setting
    - you can have multiple player groups (partys)
    - you can recruit enemies
    - you aren't limited to one battle system type any longer, the type can be chosen per battle - and even changed while in battle
    - redone event (and battle animation) system
    - you don't need to adept scripts of own player/camera controls to work with ORK, as long as you tell ORK the name of the components ORK will handle blocking them in events, etc.
    - lots of other stuff (e.g. change members in battle, status/ability development menus, etc.)

    Some stuff that may come:
    - group status values
    - factions, e.g. like in fallout, where everyone belongs to a faction and your actions can make a faction your enemy or ally
     
  12. cynel

    cynel

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    new editor eh i hope it could be more like the Rpg makers i used.
     
  13. drewradley

    drewradley

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    Nice!
     
  14. Simlucrato

    Simlucrato

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    This is gonna be awesome !
    But when will this version be released ?
     
  15. Jelly-Paladin

    Jelly-Paladin

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    I'd better watch myself for feature creep since my mind's spinning to think of ways to capitalize on everything I bolded. I'd wind up taking three years to even put together a demo.

    What do you mean by multiple player groups? Is it like the part early in Final Fantasy VI or at the beginning of Wild Arms where there are three separate parties and the player can switch between which story they're going through?
     
    Last edited: Oct 7, 2012
  16. cynel

    cynel

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    feature creep eh i better watch out too because its the reason why duke nukem forever too so many delays
     
  17. kingcharizard

    kingcharizard

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    This kit has never been that good to me...... but glad to see its still going strong...

    Personally here are my complaints

    • You charge for a menu shop system which should be standard in the kit
    • You charge differently for "indie" and "pro"
    • You want people to buy multiple licenses for more than one person.
    • There is barely any docs or tutorials
    • You use way too many different Editor Windows
    • The camera system
    • The demo being so dated

    Thats just to name a few but many people seem to like this so keep at it..
     
    Last edited: Oct 7, 2012
  18. Catacomber

    Catacomber

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    @kingcharizard

    I can only say a few things: There are actually some fine tutorials and there is a fully documented wiki. There is a lot of info on ORK's website---probably so much it would take you awhile to read but i followed the tutorials and looked at what is going on in the demo---that was enough to help me so far.

    If you follow the tutorials and you take the demo apart--that is look to see what's going on---that's all you should need. I've asked some questions as a newbie user but now I know I didn't have to ask a lot of them if I'd just paid more attention to the tutorials and the demo, especially the demo.

    There are no more editor windows used here than in an old editor I was using. I think the next version might simplify that if I'm not wrong.

    The camera system seems fine. I don't know what you think is wrong since you don't detail it.

    The demo is NOT dated. The demo has helped me get my new game up and running and I'm so far very satisfied.

    All the money stuff I can't comment on. I got what I paid for and I'm happy. : ) I can just imagine the work that went into making this engine and I wonder if maybe you don't appreciate that. : )

    @everyone else

    I'm also excited. : )
     
    Last edited: Oct 8, 2012
  19. Airship

    Airship

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    Totally agree with catacomber. ORK is an amazingly designed and versatile framework and the documentation is some of the best I have ever seen, the wiki covers every feature in detail, and the demo provides a great example to see how all the scene setup works. Personally I think this kit is way underpriced, it basically eliminates any coding required to make a standard rpg. It's also easy to intergrate custom code like, camera systems etc, and serves as a great foundation to build off of. Highly recommended.


    ORK 2.0 features look sweet! Good luck with rest of development.
     
    Last edited: Oct 8, 2012
  20. cynel

    cynel

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    i think ORK 2 is to be released by the end of this month
     
  21. Salio

    Salio

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    under the skill system, can you create skills like "Steal"? and have a seperate loot table for it so that if an item is successfully stolen at a % chance, you are no longer able to access that particular loot table hence blocking steal from that monster.

    also, if i purchase the current version of ORK now, and ORK 2.0 releases, will i have to buy it again?

    is there an ETA on ORK 2.0?
     
  22. gamingislove

    gamingislove

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    @kingcharizard
    - Yeah, splitting ORK into a base package and a menu extension wasn't the best decision - that's why the'll be merged together in ORK 2.
    - Charging differently for indie and pro - so does Unity (and many others), and as a starving developer it's nice getting a little bit more out of bigger companies. Same goes for multiple licences :)
    - Docs and tutorials can be found in the ORK Wiki.
    - All editors will merge into one in ORK 2 - the different editors kinda happened during two years of development :D
    - I'd love to hear what's wrong with the camera system - I'm always open for critics and feature wishes!
    - The demo might be graphically ugly and old, but still shows most of the features (i.e. all four demos).

    @Salio
    Yes, you can do that!
    Skills have a steal setting (money and items) and can steal either a fixed item or an item defined by the enemy that you steal from.


    ORK 2 is done when it's done ... :D
    I hoped to have all ready at the end of October, but seems more like end of November now (or even later) - there are still a lot of new features to implement and some old ones that are redone.
    I'm currently working on the new HUD system - some of the featuers:
    - display player and enemy information (either as a list like in the current HUD or bound to the object in the scene) and info on your current target
    - display available interactions, which now have interaction types (i.e. event, battle, item, scene change, etc. ... also custom types are possible) - which means you can create a different HUD for each type if you want
    - virtual controls

    Regarding the last point:
    ORK 2 will have a control layer between ORK and Unity - i.e. you have to create input keys in the ORK 2 editor, which get their input from the Unity input manager, key codes or other ORK keys (and maybe other input, e.g. gyroscope, etc.).
     
  23. drewradley

    drewradley

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    Do you have anything you can show us, to whet our appetite? Screen shots of a new editor window?
     
  24. Simlucrato

    Simlucrato

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    Hi Gamingislove , i'd like to know if the player will have the ability to swim underwater , or as you said before ORK 2 will handle the different camera player controls . I say this because the character system in the asset store is able to do that but i wander if this will be compatible with ORK , if not possible , still a great tool for development , thank you :) yes a screen of the editor would be a nice thing , have a good day :)
     
  25. nixter

    nixter

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    @GamingIsLove

    Thank you for your dedication to ORK 2! Like many of your satisfied customers, I look forward to the next version of this framework.

    Will ORK 2 be handling character animation differently? I'm using a custom Animation solution and found it very difficult to isolate the animation activations in the present version of ORK. Will there be a simpler way to get notifications when an animation has been triggered (particularly for Damage and Defend, which are triggered separately from most animations)?
     
  26. cynel

    cynel

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    delayed eh oh well i can use this time to make working tech demo on current ORK tech before i make the actual game
     
  27. Jelly-Paladin

    Jelly-Paladin

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    Of all the latest features mentioned, this interests me most. There's so much flexibility in the rest of ORK that I'm really looking forward to seeing what you've come up with.

    Yeah, this would be awesome. Any kind of sneak peek that hints at what we can expect would be greatly appreciated. :D
     
  28. yung

    yung

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    is it possible to request for the camera in ORK2 to take their input from an existing camera? What I mean is I would love to create a camera in unity, position it the way I want for the battle or cinematic then ORK2 uses that? The old way of doing requires a lot of trials and errors and guess work. Looking forward to the release!
     
  29. Malice Shadow

    Malice Shadow

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    Hey everyone, if I somehow ask a silly question, have mercy on me and don't bash me too hard. Well my question is this, what if I buy and download ORK on my computer but then one day I decided I want to do all of my work on another computer, do I have to download another version onto that computer and start all over again? Or can I just copy every folders and resources of unity/ork from the old computer and transfer it to the new one? Thanks!
     
  30. drewradley

    drewradley

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    I've never encountered a problem moving a project to another computer.
     
  31. Malice Shadow

    Malice Shadow

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    Thanks Drew, much appreciated.
     
  32. cynel

    cynel

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    well im making progress for my tech demo im figuring how to make a character move
     
  33. drewradley

    drewradley

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    In ORK? That's automatic when you set up a player. You actually have to go in to the ORK Project Setting menu (Game Setting sub menu) to deactivate the built-in movement system. Now if you are wanting to make your own, I suggest you google 3d Buzz Unity tutorials. They have a rather extensive set (free) that teaches you to make a really good character control rig with strafing, jumping, climbing, etc.
     
  34. cynel

    cynel

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    i can deactivate the built-in movement system? i didn't know that.
     
  35. drewradley

    drewradley

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    And the camera system as well. However if you use your own, you'll need to add some code to ensure that the player has no control during events. You can find that code on the wiki.
     
  36. cynel

    cynel

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    i dont know hoe to code but i just need to make a prototype during pre-production
     
  37. drewradley

    drewradley

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    It wouldn't hurt to do a few tutorials. Even if you never open the code, it is very helpful to know how it works, even if you can't make it work yourself. There are some really good ones out there.
     
  38. RoyS

    RoyS

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    I am using Ubrin http://forum.unity3d.com/threads/145748-Character-Costumization-RELESED. It states in the Wiki under "Characters" that the character prefab should be in the Assets/Resources/Prefabs/Characters folder. If I do that, it will break the Ubrin scripts. I am working in the "Project Editor" --> Characters screen. Ubrin is also going to set up NPCs, so I can't "break" that path either or the scripts won't work.

    What other way can I set up players and NPCs so Ubrin and ORK will play nice together? Or is this not possible?
     
  39. cynel

    cynel

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    i just hope the next update will be more user friendly when it comes to assigning character movement
     
  40. drewradley

    drewradley

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    What seems to be the problem? Perhaps one of us can help you.
     
  41. cynel

    cynel

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    well how do i assign keyboard/game pad buttons to make the character move
     
  42. Sija

    Sija

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    Hi, I have problem, for few days I'm traying make in game menu like this: push ESC button and apear menu with Resume, Save game, Load, and quit to main menu. I'm trying do that with menu system, but I don't know exactly how do that. Maybe someone can help I appreciate that :)
     
  43. drewradley

    drewradley

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    Well, ORK automatically uses the Horizontal and Vertical axis so that is all set up for you. However if you are building on the ORK demo as I am, it is set up to only use the arrow keys. if you wish to add or change these keys go to File :project Settings: Input and change them there. Game pad buttons, I have no idea.

    Have you read this page: http://www.rpg-kit.com/wiki/index.php/Menu_System ? If not, read that and see if that helps. Otherwise, explain what you have tried and where you are having problems. Just remember the key needs to be set up in the Input.
     
    Last edited: Oct 22, 2012
  44. cynel

    cynel

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    that is going to be a problem i want the player chose there control style between game pad or mouse and keyboard
     
  45. drewradley

    drewradley

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    That I don't know as I've never tried to set up a gamepad to use in a Unity project. Have you done this in a different project?
     
  46. cynel

    cynel

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    no this is my First Unity Project
     
  47. drewradley

    drewradley

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    Maybe this will be helpful.

    Other than that, I suggest you stick to the default ORK features as modifying it right now will involve coding. You can make a good RPG using ORK without ever coding a single line.
     
  48. cynel

    cynel

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    im sorry i just cant do that
     
  49. Catacomber

    Catacomber

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    Just to add to drewradley's wonderful help:

    You have to set up the menu system/menu editor and the menu screens. But before you can do that you have to set up dialogue positions. If you look in the ORK demo you can see how this works. What I did was to copy down into a notebook from the ORK demo everything I needed to set up things in the menu system: the menu editor and menu screens and the dialogue positions.

    I did get it to work beautifully. The dialogue positions come into play in the Menu Screens. I just used the same Dialogue Position settings from the demo but I did that by copying down all the settings and then inputting them into my game.

    You can do this. It just takes patience.



    One thing I learned is to set up the Dialogue Positions before doing anything else. It makes things much easier because so many other things rely on the Dialogue Positions being set up.

    This is what my side menu looks like. You can do the same thing. Just ask if you're stuck.
     

    Attached Files:

    Last edited: Oct 24, 2012
  50. cynel

    cynel

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    im still warping my brain around of making my game logitech dual action compatible