Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

ORK Okashi RPG Kit for Unity released

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

  1. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    Yes, all UI elements are using Unity's GUISkin system - you can individualize every single dialogue if you want to.
    ORK doesn't require Unity Pro.

    Porting to C# going quite good, but wont be ready before this weekend ... my hands hurt from all this typing :D
     
  2. DigitalShock

    DigitalShock

    Joined:
    Sep 2, 2009
    Posts:
    121
    Can you do separate screen battle system with this? or this something we have to script ourselves?
     
  3. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    If you mean displaying multiple cameras at the same time - no, that's not in the kit.

    C# version on the way ... a few more days :D
     
  4. DigitalShock

    DigitalShock

    Joined:
    Sep 2, 2009
    Posts:
    121
    not multiple cameras. I'm talking about having them fight in a different map like most traditional RPG have it.
     
  5. Scryer

    Scryer

    Joined:
    Jun 2, 2010
    Posts:
    69

    Hey if you can do it in a week or two, then do it in a week or two... and I'll buy yours for much cheaper. :D
     
  6. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    Ok, that's not exactly possible. You can't load a new scene for the battle and switch back to the old scene after it - that would make everything kinda complicated in Unity (if you want to save the position of all objects in the old scene).

    But you can fake it :D
    E.g. in the demo game, if you run into an enemy, you're transfered to the place where the actual battle arena (the component that actually handles the battle) is positioned. Just create a small battle map in your scene (far away from the other things in the scene) and put all your battle arenas there. When the battle starts (using the battle agent component) your party will be automatically transfered there (and back to their old positions after the battle). The actual battle would be in the same scene, but will look like a different map.

    To stop all other actions in the scene, just make them dependend on ORKs control mode (what you actually should always do when scripting your own things, e.g. your own player/camera controls). You can learn more about scripting with ORK in the >scripting documentation< - Chapter 1.2 on page 4 has some infos on the control modes.


    Regarding C# version: I've finished porting the code :D
    I'm now running tests (and fixing all the stuff that doesn't work^^) ... expect the release for Saturday or Sunday!
     
  7. 3Duaun

    3Duaun

    Joined:
    Dec 29, 2009
    Posts:
    600
    great to hear the new C# release is coming
    any change for a holiday discount for ORK?
     
  8. DigitalShock

    DigitalShock

    Joined:
    Sep 2, 2009
    Posts:
    121
    haha, so pretty much we have to hack setup it to make it work lol. No problem that reminds me of the old days with rpgmaker 2000.

    I'll just create a bunch of prefabs of battle rooms and call them when needed. Shouldn't be a big problem.

    BTW, you should have your own private forum on your site for your kit for better support.
     
    Last edited: Nov 19, 2010
  9. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    ORK Version 1.0.1 released
    I'm happy to announce the release of the new version of ORK. This version contains the C# scripts - so ORK is now officially available in both JavaScript and C#. You'll get both versions on purchase!

    It also comes with some new features:
    • Item Collector: Easy item placement and pickup in scenes (uses the new item prefab settings)
    • start Game Events via key presses: e.g. to create a camera system that allows switching between different camera positions
    See the >changelog< for all changes in this version.
    Also the documentation has been extended by the new features.


    @zhx
    There'll probably be a discount around Christmas, but I can't guarantee it.

    @DigitalShock
    Once this thing is big enough there will be a support forum on the site - but currently there are other priorities :D
     
  10. Hans

    Hans

    Joined:
    Feb 20, 2007
    Posts:
    422
    nice work gamingislove.

    going for it - looking forward to the new features u have put in
     
  11. 3Duaun

    3Duaun

    Joined:
    Dec 29, 2009
    Posts:
    600
    excellent news of the C# port so soon!!!!

    question, are you using a messenger system with a "dont destroy on load" type of setup?
    are you using listeners much?
     
  12. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    I'm using singletons and a few "dont destroy on load" for music and gui handling, no listeners :D
     
  13. Jingle-Fett

    Jingle-Fett

    Joined:
    Oct 18, 2009
    Posts:
    614
    Hey I was very impressed by the demo, I don't even have any plans to make an RPG and I'm tempted to buy :)

    Just a quick question, is it possible to have team members who you can buy as an item? For example if you had a military RPG and you wanted to hire mercenaries to join your team, once they're dead they can't be revived but could be purchased again. Can something like that currently be done? (I have some great ideas for a game if that's possible)
     
  14. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    Well, it's not really possible through items - but you could do this with the event system (like the dialogue based shop in the demo).
    I'll add some new settings to the characters (that they can't be revived and automatically leave the party if they're dead) to allow those things!
     
  15. Jingle-Fett

    Jingle-Fett

    Joined:
    Oct 18, 2009
    Posts:
    614
    Awesome, I'm definitely going to keep an eye on this :)
     
  16. DigitalShock

    DigitalShock

    Joined:
    Sep 2, 2009
    Posts:
    121
    Quick question, not sure if the demo has an option, but how do you access your menu screen?
     
  17. DigitalShock

    DigitalShock

    Joined:
    Sep 2, 2009
    Posts:
    121
    does this kit store its db in an sql lite db?
     
  18. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    The kit doesn't have a (stats) menu, this is currelty in development as an addon and will hopefully be released before christmas.
    The data is stored using XML files.
     
  19. dgutierrezpalma

    dgutierrezpalma

    Joined:
    Dec 22, 2009
    Posts:
    404
    Have you considered storing data in a database?

    SQLite can be used easily without having to configure anything... and it shouldn't be to difficult to "upgrade" the engine so it can also use other databases, such as MySQL or PostgreSQL.
     
  20. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    I know SQLite would've been easy to use (I've been working with MySQL and SQLite in java application development for years), but I decided a database is impractical for the data structure of the kit. The XML node scheme gives me full and flexible control over complex data settings.
    But if someone really needs a database, all you'd have to do is change ORKs XML handler to interact with the database, although the data structure behind it is really complex.
     
  21. Hans

    Hans

    Joined:
    Feb 20, 2007
    Posts:
    422
    Hi gamingislove

    I see you have redone your web site - looking good.
    also looking forward to the addons for ORK
     
  22. DigitalShock

    DigitalShock

    Joined:
    Sep 2, 2009
    Posts:
    121
    sql lite would have been perfect for us since we want iphone develppment, I don't belive we can use your current database setup for iphone. I would want to know if this is something you plan to implement? or something we should to look to do ourselves?

    edit:
    or do you believe your xml structure will work fine on mobile device?
     
  23. SteveJ

    SteveJ

    Joined:
    Mar 26, 2010
    Posts:
    3,085
    Why would the XML data currently being used NOT work on the iPhone?
     
  24. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    because U3 iOS non-pro can't use System.XML at all
     
    Last edited: Nov 23, 2010
  25. SteveJ

    SteveJ

    Joined:
    Mar 26, 2010
    Posts:
    3,085
    Ah OK - didn't know that. Seems like an odd omission.

    @gamingislove - *cough* Video overview *cough* ... just a little reminder :)
     
  26. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    Not that odd actually, with system and system.xml included the compile become that large that the iphone sdk refuses to link the app, to get around it you need stripping which is a pro only feature.

    Prior iphone 1.6 it was not disabled and lead quite some threads on the link error
     
  27. SteveJ

    SteveJ

    Joined:
    Mar 26, 2010
    Posts:
    3,085
    I like you Dreamora... you always have an answer :)
     
  28. Hans

    Hans

    Joined:
    Feb 20, 2007
    Posts:
    422
    @gamingislove

    You planning any Tutorials?
     
  29. DigitalShock

    DigitalShock

    Joined:
    Sep 2, 2009
    Posts:
    121
    so the only way this kit is possible is with iOS pro?
     
  30. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    On the iOS: If it uses System.XML then yes unless you replace that whole part with something thats available
     
  31. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,364
    There's few XML parsers on the wiki, quite tiny that does an awesome job.
     
  32. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    First thing I did when developing ORK was writing my own little XML parser to have control over the data. In a running game the XMLs are read using TextAssets and Resources.Load - in the editor with the StreamReader, saved with the StreamWriter.

    So, yes, there is no reason this shouldn't work on iOS, and you wont need the Pro version for this. But it's still untested, since I neither have an iPhone, a Mac or a licence for it (yet :D).

    @Hans+geppetto
    Video tutorials will come soon, I'm working on it :D
     
  33. DigitalShock

    DigitalShock

    Joined:
    Sep 2, 2009
    Posts:
    121
    I see, excellent news! One thing i see that won't work is the terrain. That's an automatic no, no. But we already prepared for that :D.

    @dreamora
    What he said base on what you know, is this true?
     
  34. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    If he does use an own one it should potentially be fine.
    Its still a "requires testing" thing to be fully sure as not all namespaces and functionalities that .NET offers on the desktop but it sounds much better than with the expectation of System.XML :)
     
  35. DigitalShock

    DigitalShock

    Joined:
    Sep 2, 2009
    Posts:
    121
    excellent news. We are just awaiting for our paypal accounts to be topped off so we can purchase our licenses. Will find out if this will work on Monday :)
     
  36. 3Duaun

    3Duaun

    Joined:
    Dec 29, 2009
    Posts:
    600
    has anyone tested ORK on iPhone basic or iPhone pro? any issues
     
  37. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    ORK uses some things from System.Collections (ArrayList, Hashtable, Dictionaries, ...) and System.Enum for enum parsing. The rest is pure Unity stuff.
    Except for reading/saving XML in the editor - that uses System.IO.StreamReader/StreamWriter to always have the latest file without reimporting. In a running game XML's are read with Resources.Load on a TextAsset.

    I'm working on tutorial videos, expect the first this weekend (will be about item creation and placing in a scene) :D
     
    Last edited: Nov 24, 2010
  38. DigitalShock

    DigitalShock

    Joined:
    Sep 2, 2009
    Posts:
    121
    lets get the stats menu up asap! that's very important feature I'm surprised you don't already have!
     
  39. Hans

    Hans

    Joined:
    Feb 20, 2007
    Posts:
    422
    well i think he wonts to get it out in december......i am looking forward to it too :)
    Also the tutorials - witch i hope there will be a few of them
     
  40. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    Menu system is in development - currently in the final planning phase (never develop anything without a plan, or you have to do many things twice :D)...

    First tutorial should be ready tomorrow, gotta tweek it a little bit here and there.
     
  41. DigitalShock

    DigitalShock

    Joined:
    Sep 2, 2009
    Posts:
    121
    Excellent, make sure its very customizable!

    look forward in seeing it!
     
  42. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    That's the way of ORK - everything customizable :D
    Will also include features like dropping an item back into the world (and saving it's position, like e.g. in Fallout 3 style games).

    Had no time finishing the tutorial yesterday, will come today!
     
  43. RoyS

    RoyS

    Joined:
    Jan 12, 2009
    Posts:
    664
    Very much looking forward to that. I would pay more for that feature alone!!
     
  44. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
  45. producer

    producer

    Joined:
    Mar 19, 2007
    Posts:
    8
    This is a very cool product, just played the demo.
    Looking forward to your add on's of the store, stats. etc.
    Great price for what you have done.
     
  46. DigitalShock

    DigitalShock

    Joined:
    Sep 2, 2009
    Posts:
    121
    Can your next tutorial be about events placements. Can't seem to get them to work.
     
  47. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    Next tutorials will be about setting up your player for interactable events and setting up events.

    @producer
    thanks :D
     
  48. DigitalShock

    DigitalShock

    Joined:
    Sep 2, 2009
    Posts:
    121
    When will that release date be expected by?
     
  49. gamingislove

    gamingislove

    Joined:
    Nov 7, 2010
    Posts:
    847
    Next tutorial comes on Friday.
     
  50. DigitalShock

    DigitalShock

    Joined:
    Sep 2, 2009
    Posts:
    121
    btw, how do we access any updates for the kit? do we get a profile page on your website that will allow us to download it again?