edited November 2013 in Announcements
And here it is

Release notes.



Beta15 - currently in development

Things to expect in the next update:
  • Inventory Quantity Limits
    Additionally to the (optionally) space/weight limit there is now a (also optionally) quantity limit.
    You can set a general quantity limit in the inventory settings, and individually override this limit for items and equipment. A well known example: you can set it up to only allow carrying 99 potions :D
  • Input Keys
    Using other ORK input keys as in put for an input key changed - instead of the current complete list where you enable the keys you need, you'll add the keys via button (like in most other lists in ORK). Also you can select if all keys are needed (i.e. key combinations), or only one.
    And you can set a timeout for key code and Unity input manager keys (e.g. only get an input every 0.5 seconds when holding the key).
  • Player Controls
    The button player control gets a delay for jumping (e.g. if your jump animation doesn't jump right away, like bend a knee first).
    The mouse player control can optionally remove the cursor when reaching the destination, and secure move is also available (i.e. cancel the movement if the player wasn't able to move for some time).
  • Active Time Battles
    The new Pause On Action setting will pause the battle time (i.e. filling the timebars) while an action is being performed. Similar to Pause On Menu, but with actions.
  • 2D Physics
    Support for 2D collision and trigger functionality - interaction controllers, interactions, damage dealers, etc.
  • Menu Screens
    The Content Type setting (used to kind of set the layout for the menu buttons - text/icon/both) has been replaced with advanced layout settings. Additionally to displaying a simple button with text and icon, you can now also create a more complex layout using text codes.
    Available in all menu screens (with buttons :D) and the Combatant Choice Layouts (menu settings, battle menus, combatant selections).
  • Equipment, Equipment Viewer
    Equipment viewers will now display Multi type equipment on all equipment parts they're equipped on.
    This means, if you want e.g. a 2handed sword only to be displayed once, you need to use the Block Part feature for the other equipment part.
  • Editor
    The new Pretty Foldouts option will make things more elegant and clear. It changes the text size of the foldout's title based on its depth and also affects margin and padding. Basically you wont get lost that easy in the nested foldouts :)
  • Menu Screens
    The settings in all menu screens have been regrouped and organized - this doesn't change any of your data.
    The Group menu now uses the default combatant choice layout (from the menu settings, can optionally be overridden in the menu part).
One of the biggest features in beta15 will be the new ability tree system (ability development) - more on that later.

Another side note - I'm currently thinking about exchanging the current class-equipment linking (list of all equipment with toggles to enable the available equipment) with the add/remove list that's used all over the framework. What's your opinion on that - keep the old way, or use the add/remove list?
Post edited by gamingislove on
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  • Beta 15 is looking good!
    Very interested in that ability development hint...

    Regarding the class-equipment listing; I'm trying to remember how exactly the add/remove list works in comparison to the toggles. (Brain-dead at work at the moment) But if the rest of the editor uses it, then I'd say go for it, if only for consistency's sake.
    Tactics RPG Grid Battle System for ORK
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  • I say go ahead and use the add/remove list, its consistent throughout the rest of the framework already and is not really a drastic change anyways.
    I'm old and mean...hiss~hiss~
    Chris
  • edited November 2013
    One of the biggest features in beta15 will be the new ability tree system (ability development) - more on that later.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
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  • Details on Ability Trees

    Well, it's time for some more details on the ability trees.

    First of all, they aren't really trees :D
    Basically, an ability tree is a list of abilities - every ability has learning costs (experience status values) and requirements (the usual status requirements, so you can get pretty complex).

    A simple example: the ability Fireball will be available to learn when the combatant is at least level 5 and learned the ability Fire with at least level 3.

    Ability trees are added to classes and combatants, and are learned just like the current (and also still usable) way of learning new abilities on level up.
    And you will be able (just like with abilities) to learn/forget ability trees using the event system.
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  • Will there be anything like a stat allocation system or does the framework already have that?
  • @ GiL

    That's still pretty handy though, I can think of some pretty cool applications for it. :D

    @ Griffin

    I don't think there's a specific feature for it, but I'd imagine one could whip up a system that could do that via the event system; although I suppose it'd do better as a menu function.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
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  • @Griffin
    Plans yes, implemented no :)
    This will be part of a new/advanced status value development where you can spend experience to increase status values.
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  • Sounds pro! Thanks!
  • New stuff!
    • Menu Screens
      The Content Type setting (used to kind of set the layout for the menu buttons - text/icon/both) has been replaced with advanced layout settings. Additionally to displaying a simple button with text and icon, you can now also create a more complex layout using text codes.
      Available in all menu screens (with buttons :D) and the Combatant Choice Layouts (menu settings, battle menus, combatant selections).
    • Equipment, Equipment Viewer
      Equipment viewers will now display Multi type equipment on all equipment parts they're equipped on.
      This means, if you want e.g. a 2handed sword only to be displayed once, you need to use the Block Part feature for the other equipment part.

    Ability Trees

    The ability tree system is coming along great - it's already up and running, the menus is working as well :)

    A word on the menu screen for ability trees:
    The tree menu will (for now) only display a list of the available abilities (you have some options to hide the abilities the combatant already learned or can't learn at the moment). The abilities can be separated by ability tree - similar to the standard ability menu, where they're separated by ability type.
    The menu let's you learn new abilities and level up already learned abilities.
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  • edited November 2013
    Ability tree system sounds like it's coming along great!

    Question regarding the Equipment viewer: Will we be able to separate equipment slots between menus? For example, if I needed "Weapons" on one equipment menu and "armor" on another, I would toggle which equipment slots I would want to be available in an equipment menu. It's useful if you're using equipment part mechanics for things that aren't really equipment, per se. :D
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • @Kirb
    That's coming in beta15 - the equipment part selection now works like in the other menus, either display all or only selected parts. And you can hide parts unavailable to the combatant.


    New stuff
    • Editor
      The new Pretty Foldouts option will make things more elegant and clear. It changes the text size of the foldout's title based on its depth and also affects margin and padding. Basically you wont get lost that easy in the nested foldouts :)
    • Menu Screens
      The settings in all menu screens have been regrouped and organized - this doesn't change any of your data.
      The Group menu now uses the default combatant choice layout (from the menu settings, can optionally be overridden in the menu part).
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • You are amazing! Thanks. :D

    Those editor changes are welcome as well.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • And it's released - release notes.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • Excellent! Will give it a go as soon as I'm done crunching at work.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
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