First off, thanks for creating what seems to be a really useful RPG toolkit!
I have numerous questions and I hope someone can answer them. I've broken the questions up into categories.
I understand most of these questions can be answered with 'custom coding', and I'd like to understand which do, and which are already in-built or are going to be implemented soon. I'm also relatively new to Unity, so please forgive me if some questions are more about Unity than ORK.
Gameplay 1. Anti-hacking: what kind of support does ORK have for preventing users from tampering with values such as HP, ATK etc with memory editors? 2. Is there support for ability quests? i.e. abilities which become unlocked when a quest is completed 3. Is there support for loot and mob scaling? i.e. enemy AI combatants which scale according to the level of player's combatants and which give corresponding loot levels 4. How is range implemented? Do combatants have an 'aggro' range, and if an enemy enters this range, they will then move toward and engage them? 5. When there are melee and ranged fighters, is there a concept of engagement range, where ranged fighters will hang back and fire at enemies from a distance? 6. Is there support for class targetting? Meaning, some classes will preferentially engage other classes even if they're further away? And can these be changed mid-battle? 7. Is there support for 'sight'? Meaning combatants can become invisible and thus not attackable. Or combatants can be blinded which either makes them unable to attack, or reduces their attack significantly? 8. Is there support for fleeing, and some xp deduction when successfully fleeing? 9. Is it a problem for ORK if players have no control over movement of combatants? i.e. movement is handled purely by AI, and some abilities can change position/movement 10. Is there support for spawning enemy waves? 11. Is there support for health regeneration, and items/abilities which modify health regeneration? 12. Is there a concept of a 'tick' in ORK? i.e. the unit of health/mana/energy regeneration 13. Is there support for an additional timebar? i.e. some other value which can get consumed by abilities and regenerates at some rate 14. Are factions fixed? Can players create factions? 15. What types of shops are there? Are the number and location of shops static, or can they be dynamic? Can there be faction-specific shops?
Abilities 1. Is there support for abilities which modify the timebar? Either adding/subtracting from it, or modifying the rate of timebar recovery 2. Is there support for abilities which prevent enemy abilities from being used? 3. Is there support for a shared timebar? i.e. instead of each combatant having their own timebar, all combatants on the same 'side' share a timebar. 4. Is there support for abilities which target specific/or all friendly/enemy units? 5. Is there support for casting/activation time, which is when an ability has not taken effect, and can potentially be interrupted by being attacked, or by another ability. 6. Is there support for ability cooldown, where after using an ability, you can't use it again until the cooldown has expired? 7. Is there support for abilities which modify combatant location, either friendly or enemy? 8. Is there support for abilities which delay death? e.g. combatant is at 0HP, but stay there for x seconds w/o dying
Serialization 1. Is there way to define item/abilities/quests via JSON and import them into ORK? 2. How git-friendly is ORK? i.e. when adding items, modifying events etc, would these changes be git diff-able?
Integration 1. My game has a 'city mode' and a 'battle mode'. How would I integrate ORK with the 'city mode'? 2. My game requires reporting battle success/failure to a server, and loot is decided on the server and provided to the player. How would this be implemented in ORK? 3. Does multiplayer support exist? i.e. multiple players acting as combatants in a battle either against each other or on the same team against enemy AI 4. Is there support for battle replays? i.e. capturing battles so that they can be shared/replayed at a later date.