ORK 2.28.1 is here:
release notesThis small update adds some needed fixes and small new features :)
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I am really looking for ward to the new update seeing how I just published the first public alpha for people to try out.
I was wondering can you just give out a little into on the whole new system with orkframework 3. Maybe just a couple things that will be added and changed.
Since work on ORK 3 hasn't even begun, there's nothing 100% certain yet, but since it's based on Makinom 2, you can expect:
- modernized editor with searchable popup fields
- greatly improved node editor, allowing you to finally zoom out :D
- improved data serialization, roughly cutting the save/load time by 50%
- data will be stored in separate assets (e.g. each combatant, item or ability), reducing the initial load stress with the current ORK version
- UI system is completely revamped and can be fully customized if you want, as UI systems are now separated from the main engine and can be created as plugins
- legacy GUI is dropped and taking full advantage of the Unity UI and TextMesh Pro (but if you want it back, you can write a plugin for that :D)
And since ORK 3 will be based on Makinom 2 (or rather work as an extension for it), you can take full advantage of the schematic/machine system in ORK, so ORK's event system will be fully replaced by schematics.
Some things that I have planned for ORK 3:
- streamlining of some features (e.g. ability trees will be removed, as you have the same functionality in research trees, but with more features)
- renaming of some features, e.g. status values will become attributes, attack/defence attributes will become modifiers, etc.
- battle systems will become definable data and easier to create custom systems > e.g. instead of having 4 different settings for the 4 system types, you can set them up like any other data (e.g. items, combatants) and create different variants of a system, like having a strict turn-based and a multi-turn turn based system
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At the moment my main one is looking forward to having the new UI system. Be nice to be able to fully use sprite atlases for certain things than the textures format.
The streamlining of the attributes sound really good. It is kind of redundant at the moment for some things. Thank you for informing us about the research tree and ability tree changes. I was about to put everything into abilities trees, but I know it is safe to put it into research trees.
So my main question is are you going to wait for orkframework 3 to come out before implementing to new Makinom or will there be an early version we can use with it. Most of the stuff I am looking forward to is in Makanom and not orkframework version 3. Some other people would probably love some of those new features too for easier moving around the editor.
Same goes for Makinom 1 to 2 :)
As said, Makinom 2 will be in beta soon (probably next week) and have an official release 2-3 months later, although that depends on feedback I'll (hopefully) get. It's already pretty much as stable as Makinom 1 is currently, but there might still be changes that could break your data/setup between updates.
Work on ORK 3 will start around Makinom 2's official release and will take at least 3-6 months, while also still providing updates to ORK 2. There'll also be no Makinom 2 to ORK 2 connection plugin
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Would it be also possible to use box selection to select a group of nodes or have frames around nodes groups as in :
Would old events still work after updating to ORK 3? What are advantages of schematic/machine system over events?
Status Values are used not only to create attributes, but also skills. I think it would make it more confusing to rename SV to attributes. However I agree that some naming conventions in ORK are at odds with naming conventions used by cRPG community (aforementioned modifiers are a good example of that).
If you want I can help, I can go through all the options in ORK and create a list of recommendations that would make it more readable for people used to cRPG conventions. You assume that updating project to ORK 3 will (for most users) mean just a few days of fiddling with small things or that people will need to rebuild their combat systems from scratch?
Box selection isn't implemented yet, but it's on my todo list.
No, old events will not work, the current event system will be completely replaced by schematics, but there'll be an upgrade tool later down the road to convert your events to schematics. Schematics/machines are pretty much the same as events/event interactions, just a more advanced version - especially in Makinom 2.
Sure, a little help with the naming conventions would be nice :)
I'll open a separate thread for this (and other changes in ORK 3) at a later time.
Updating to ORK 3 will in most cases be a game breaking thing and will require you to rework a lot of your things. Beside feature changes, you'll also have to completely redo your UI and deal with component changes.
I'll try to automate as much as possible with an upgrade tool, but that won't be a priority during the initial development phase and will not be able to salvage all data and scene setup.
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Tempting to risk an upgrade for this....
Thanks for this! Excited to see new news of Makinom2/ORK3 as well :D
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But ORK 3 schematics will be RPG centered not general as Makinom 1 are?
There'll be some streamlining, but generally all nodes available in ORK 2 will also be in ORK 3.
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