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ORK Okashi RPG Kit for Unity released

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

  1. nixter

    nixter

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  2. dre788

    dre788

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    I've finally gotten a look into Ork and it's everything the wiki said it would be. Now all I need is the ability to change the skill control map in game and my dream game will be ready to come to life.
     
  3. cynel

    cynel

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    hopefully ORK 2 will be stable for beta
     
  4. AMO_Noot

    AMO_Noot

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    I'm sure that's probably easily enough done with scripting; although I wonder if ORK2 will have that level of control available. Gamingislove did mention that the amount of, and the versatility of event steps have been buffed up. Pretty excited to see the new changes myself, should be seeing it any day now, hopefully.

    Edit: on a side note, is there a way to use formulas for enemy EXP rewards from within ORK2 rather than a flat EXP value? If so, that would be very handy for creating diminishing returns on enemies with a lower level. Looked through the wiki, but couldn't pinpoint whether it was possible or not.
     
    Last edited: Feb 23, 2013
  5. nixter

    nixter

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    He's on the road. Don't expect it until next month at the earliest.
     
  6. AMO_Noot

    AMO_Noot

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    Ah, just caught that tweet now.
    Til March 4th; looks like it's gonna be another month (hopefully sooner) to wait for the beta.

    Bummer.
     
  7. order66

    order66

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    Is there any information wether it will be an open beta?

    Quite excited now :D
     
  8. AMO_Noot

    AMO_Noot

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    Depends what you mean by open. I'd assume it'd be available for people that have already purchased ORK1 + Menu/Shop Extension.
     
  9. cynel

    cynel

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    hmm im not surprised that gamingislove is taking a holiday in Korea
     
  10. drewradley

    drewradley

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    They do love their games there. Last time I was there I saw a kid playing a game while his mother fed him so he could use both hands at all times. I was curious what arrangement they had for using the bathroom.
     
  11. cynel

    cynel

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    i wish i could collaborate with other ORK users for my project but im on unity lite
     
  12. brandonabley

    brandonabley

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    The HUDs in Wilfred the Hero are all Unity 3 GUI written in C#. I added it to the CombatantClick script and spaced it out based on the battleID. Since every combatant has a battleID and has that script it was pretty easy to integrate into ORK.
     
  13. dre788

    dre788

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    Do you think it would be pretty simple to set skills to keys with a custom menu for the action battle system. Similar to this. http://youtu.be/Kid7RI29UQs?t=1m50s
     
    Last edited: Feb 24, 2013
  14. cynel

    cynel

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    i wish it did but we have program it ourself
     
  15. Catacomber

    Catacomber

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    I'm pretty sure you can do this through code---I watched a few Star Ocean videos and it's nice the way the buttons pop up--I guess they pop up if you hit a key. But I think you can get a good system using the menu shop editor and battle menus.

    Keep in mind the variety of players out there---people playing my humble game, don't like using keys---they want everything to be done using the mouse.
     
  16. cynel

    cynel

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    really well im trying to use the gamepad in my project but variety would help.
     
  17. AMO_Noot

    AMO_Noot

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    Control type depends on the type of game you're working on, though. For instance, I have no problem completely dismissing mouse usage for my game, but would heavily consider making gamepad support a priority on the list. It certainly doesn't hurt to have an alternate control scheme, if it makes logical sense.
     
  18. cynel

    cynel

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    a little playtesting on a gamepad control scheme wouldn't hurt
     
  19. Chase.G

    Chase.G

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    I'm considering a purchase of ORK. Can anyone tell me if ORK 2 will definitely be a free upgrade, or should I wait?
     
  20. GraveDiggin

    GraveDiggin

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    You mean, if your can finish your Group Buy to released it on a warez board and not have to buy it a second time?
     
  21. nixter

    nixter

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    Yes, ORK2 will be a free upgrade if you have both the Main Kit and the Menu/Shop extension.
     
  22. cynel

    cynel

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    Both ?
     
  23. AMO_Noot

    AMO_Noot

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    Yes. Always has been.
     
  24. cynel

    cynel

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    NOO i have to get the adon for the beta i thought ork 2 was going to merge them
     
  25. AMO_Noot

    AMO_Noot

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    ORK2 is combining ORK1 and the extension together, (along with the new features.) So, logically, you'd have to pay for the expansion if you wanted to upgrade, otherwise you'd probably have to buy ORK2 by itself for a higher price than ORK1 was.
     
  26. cynel

    cynel

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    What i thought it was just an upgrade for Ork users
     
  27. AMO_Noot

    AMO_Noot

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    As stated many, many times in the thread; it is a free upgrade only to people who have purchased the base ORK1 as well as the Menu/Shop Extension. There's not much room for confusion. :p
     
  28. cynel

    cynel

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    well thats just great now i have to pay 50$ just for an Engine Upgrade
     
  29. AMO_Noot

    AMO_Noot

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    Eh, I wouldn't be too upset about that. All things considered, fifty bucks is chump change considering the amount of utility ORK2 offers and how much it would cost to hire a coder to write the same code for you.
     
  30. cynel

    cynel

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    but still i have to fork over 50$ just for engine upgrade that i though was free for ORK users but i i dont know how MSE would help with development on a turned based combat RPG
     
  31. drewradley

    drewradley

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    I tried to set up two Autostart events in my scene and one of them didn't start. I know my event works since I put the exact same steps into the autostart that does fire and it worked. Not really a big deal since I was using it to spawn enemies for my own combat system which uses an AI package with better pathfinding. I'll just have to put it all in one autostart. Probably better that way anyway.
     
    Last edited: Feb 26, 2013
  32. cynel

    cynel

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    IS MSE really needed for a turned based RPG
     
  33. Catacomber

    Catacomber

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    The Menu Shop Extension handles special menus like the quest and shop menus but not the battle menu. I think the overall price of ORK considering what can be done is very reasonable. I've wasted a lot more than that on things I thought would be helpful in the asset store and it turned out they had a problem of some kind or wouldn't work for me. I have no complaints about ORK as far as being functional and it was the best investment I've made in the asset store---if I were stranded on a sandbar in the Unity ocean and had to keep only one thing out of my assets to stay alive, I'd keep ORK. : )

    @dre788---I think the gameplay of Star Ocean is really nice. : ) I just don't see how I could do it on ios. : ) Otherwise, I'd try to make some code for it. : )
     
    Last edited: Feb 27, 2013
  34. Catacomber

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    I don't think you belong here if you're talking about such things. Considering all the work that developers put into their product, those boards are shameful, sinful, degraded and run by greedy people who never created anything in their life except a place for greedy people to live off others for free. That's how I feel when I see the word "warez". A lot of our games that took a lot of our time and effort to make have been posted on warez sites and you might say I'm prejudiced against them.
     
    Last edited: Feb 27, 2013
  35. Catacomber

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    All I can say is my autostarts work and I have more than one in a scene. : ) I have three autostarts in my Spider Cave scene. I'm using ORK for Unity 4.

    Your solution sounds like a good solution if someone is having a problem.
     
    Last edited: Feb 27, 2013
  36. Chase.G

    Chase.G

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    No.. I actually want to buy it. I'm just asking to see if the price will go up or if it'll stay the same. I'd like to see some preview of it (ORK 2) before I dive in and buy the current version.
     
  37. AMO_Noot

    AMO_Noot

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    I'd assume that the price for ORK2 would combine the prices of ORK1+MSE (110 Euros), seeing as you're getting the full package. I can't recall if Gamingislove specified what the actual non-upgrade price would be.
     
  38. order66

    order66

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    I think it has been discussed before but I can't seem to find it in this thread right now.

    Will ORK2 support or rely on Mecanim?
     
  39. AMO_Noot

    AMO_Noot

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    Gamingislove confirmed that ORK2 will support Mecanim, yes.
     
  40. Catacomber

    Catacomber

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    Am getting good feedback about my little Celtic Cave game made with ORK1---but two requests---a compass and a map.

    I said I'd beg the creator of the editor for the compass. : ) I know the map is probably much more complicated and there's an asset in the asset store but it will be awhile before I get to it. : ) The map will have to wait and of course Cave is made with ORKI so the compass would have to wait too. : ) But------looking forward to making a whole new world with ORK2. : )

    A compass should be a piece of cake for gamingislove in ORK2, right? : ) Fingers crossed. : ) Just asking. : ) Dreaming of big, dark caves where you can't find your way around, unless you use the compass and a map but not a map map like that person was asking for but a book map or a scroll map or something scratched out in blood on a piece of cloth. Five paces north from the entrance, then two paces south, watch out for the zombie, then five paces east to find the exit or the treasure. : ) Well, I do have some fun for all the work. : )
     
    Last edited: Mar 2, 2013
  41. drewradley

    drewradley

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    A map is the easiest thing in the world actually. Make a new camera and remove everything but the camera component (i.e audio listener). Attach it to the player and point it straight down and raise it way up in the air.

    Then use these settings as a base to make your own:
    clear flags: depth
    culling mask: to the layer the player and the terrain is on, put anything you don't want shown on the map on a different layer.
    projection: up to you really
    clipping view: just make sure the Far is far enough.
    normalized view port rect
    X Y depend on you. They are screen coordinates. Just pick some and go with it.
    H W Start with .1 for each and go from there.
    Depth: put one lower than your main camera.

    I'm just doing this from memory. Don't have a working one in front of me right now to give you exact settings, but this should get you a working, but crude, map. The rest is merely style.
     
  42. Catacomber

    Catacomber

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    Thanks, drewradley---I remember you helped someone else with this here and I'll go back and look at those posts also. : )

    Thanks very much. Now the compass. . . .

    : )
     
    Last edited: Mar 3, 2013
  43. AMO_Noot

    AMO_Noot

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    This thread might have some tips on that front:

    http://forum.unity3d.com/threads/153795-2D-Compass
     
  44. theoneawaited

    theoneawaited

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    I've been reading through this thread and I'm very encouraged by the comments on ORK. I've been looking at the package myself for quite some time now, I just haven't been ready to buy it yet. I'm a normal programmer, with skills in C#, javascript, etc.
    So I was hoping to get advice about something...

    I am interested in combining or making a new type of battle system within the ORK kit. I'd like to make an active battle, with real-time movement. This would be similar to "Star Ocean: The Last Hope." So the gameplay would be like this:
    1) Collide with an enemy on the field
    2) Spawn a battle arena with multiple enemies inside
    3) Have free movement and attacks (nothing is turn-based, but the battle will pause if you open a menu)

    I'm hoping to get some advice from current ORK users: do you think a system like this can be easily customized using ORK's existing structure? Or would I be better off trying to make this combat system from scratch?
     
  45. dre788

    dre788

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    Hey, I'm trying to make something similar. Ork can do all of that I believe except the key binding to a user defined skill. Oh, and I'm also not sure about the mix between active and real time. As I recall, Ork 2 will allow you to mix the 3 battle system anyway you like.

    But since you're a programmer none of these limitations matter. Ork provides you with scripting to access it's internal information. http://www.rpg-kit.com/wiki/index.php/Scripting
     
  46. nixter

    nixter

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    ORK doesn't really have Battle Arenas as a separate location like Final Fantasy games. What it does is specify a location in the field where the fight will take place and where the party and the monsters will be standing. When the battle is triggered (by invisible trigger or enemy encounter), the PC group is teleported there. Usually the Battle Arena is in a nearby position, not another scene or distant location.

    So you have a couple solutions depending on if you want the battle to take place on the terrain or in a specially designed Battle Arena.

    Terrain: I would use plain vanilla real-time movement/combat. Instead of spawning enemies all over the field, just set up a trigger that spawns them when the PC enters a location. To prevent the PC from running out of the area, also spawn some invisible walls surrounding the location. You then need to create a script that will count the number of dead enemies and remove the walls when they are all gone.

    Battle Arena: Again, real-time movement/combat but instead of "creating" a battle arena, you teleport the player to a separate location with enemies pre-spawned. Have your custom script teleport the player back when they are all gone.

    As for pausing, you probably only need to turn off the enemy AI controllers and the PC Movement. Then turn it on again when the player exits the menu.

    Programming this will be 100x easier than making your own combat system from scratch. :)
     
  47. Catacomber

    Catacomber

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  48. cynel

    cynel

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    im pulling the plug on my project for now.
     
  49. drewradley

    drewradley

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    For some reason when I use a mobile joystick and I turn off the "Player control settings", the animations in turn based combat are messed up but if I leave it on "default" it works fine with the joystick. Anyone have this problem and figured out how to fix it (other than leaving the controller on that is)? Not really a high priority if it works I guess but I'd rather not risk problems down the road with conflicting controllers.
     
  50. VicToMeyeZR

    VicToMeyeZR

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    Should we wait for v2 or will there be a free upgrade? Wanting to purchase but will wait if your talking about a 2.o