edited June 2015 in Announcements
ORK Framework 2.5.0 is here - see all details in the release notes.

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The Big Sub Typing!

ORK 2.5 will bring a big change that may be useful to many of you: Sub Types!
This will be available for all type data that is shown to the player, e.g. item types, ability types, ability trees, etc. - so it wont be available for stuff like formula types.

So, what is sub typing? To make it simple, you can make any type a sub type of another type (of the same kind). E.g. you can make the item types Health Potions and Magic Potions sub types of Potions.
Menu screens and battle menus will allow navigating through the sub type tree structure - e.g. when opening the inventory menu, you'll see all item types without a parent type, when selecting an item type that has sub types (e.g. the Potions item type), the type box will display the sub types (e.g. Health Potions and Magic Potions).
You'll also be able to optionally set a start parent type for menu screens, e.g. start an inventory screen right in the Potions item type, displaying it's sub types (this will naturally only allow to show the Potions type and any of it's sub types in in the menu screen).


But that's not all - beside the sub types, the update will also bring:
  • Move AI: Enemy Detection
    The new Use Attack Allies option will let the move AI recognize allied combatants as enemies when a status effect with Attack Allies is applied to the combatant.
  • Menu Settings, GUI Boxes: GUI Skins
    The new Fade Button Children option (when using new UI) allows fading the child objects (text, images) of a choice button to also fade alpha/color (as set up in the used button prefab).
  • Interaction Components
    The new Allow Triggers option is available when using trigger enter/stay/exit start types. If enabled, triggers can start the event, otherwise only colliders (not set to be triggers) can start the event.
    By default enabled.
  • Vector3 Values
    The new Random value type selection allows creating Vector3 values with random axes (between 2 defined values).
  • Input Keys: Unity Input Manager
    The new Is Joypad Axis option allows gamepad axis input to recognize down/hold/up actions.
  • Event System: Camera Steps
    The Shake Camera step can now optionally shake the camera on all axis.
  • Main Menu: Auto Slot Selection
    You can now optionally display save menu backgrounds during the auto slot selection dialogue, or override the default save menu backgrounds.
  • Save Game Menu: Load Game Menu
    The new All Auto Save Slots option will also display empty auto save slots in the load game menu selection (as inactive buttons).
  • GUI Boxes: Choice Settings
    The new Define Choice Height options allow setting the height of choice buttons to a fixed value. Content exceeding the height will not be visible.
  • Status Effects
    You can now optionally set the maximum number of times a status effect can be stacked.
ORK 2.5 will come sometime next week :)
Post edited by gamingislove on
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  • Sounds great!!!
    Does the Sub Types also applies to Quest Types?
  • Yes, applies to all type separation that's presented to the player - item types, ability types, quest types, crafting types, area types and log types.

    Although I haven't yet implemented them all :D
    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!
  • Wonderful!
    Tha's a nice update, really! :D

    PS: if you could have a look to that Turn Based Order Change in Battle AI/Abilities/Events would be so perfect! ^_^
  • OH MY GOD the subtypes and enemy recognition, and max stacks?! Subtypes are the best thing. Seriously best thing. So many events just got less complicated. XD
    My little chunk of the internet: http://artemic.com
  • edited June 2015
    Looking great! :D (Also, typo in the topic name!)

    Will the fix for 'disabled button' text be in this update by chance?
    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
  • Great stuff :)

    How exactly does attack allies work right now? When I use it it seems that the combatant will attack himself and much faster than the Battle AI would allow it to. So does it ignore battle AI?
  • Will the NavMesh issue be fixed in this update?
  • edited June 2015
    @Kirb
    That's the Fade Button Children thingy :)

    @Juryiel
    Attack allies forces the combatant to attack it's allied combatants (using base attack), so no, battle AI isn't used there.
    Edit: But you're correct, seems like this doesn't set the AI timeout, will fix that :)

    @keyboardcowboy
    Yes.
    Post edited by gamingislove on
    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!
  • @gamingislove : doh, missed it somehow! Thanks! :)
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • edited June 2015
    Ah darn! Hopefully we'll get the ability to have a status effect that lets the move AI affected by it also pick allied combatants as targets without enabling Attack Allies. Or suppress the attack function of Attack Allies so it doesn't attack with the default attack but instead uses the battle AI.

    Useful for when we want the combatant with the Attack Allies type of effect to also be able to use his other abilities on his allies rather than just attack:)
    Post edited by Juryiel on
  • @ gamingislove,

    Thank you vv much for so very quickly implementing the suggestion of sub-types.

    As others have pointed out, this will really set this Asset apart in terms of usability etc.

    In the longer term, anything more in terms of editor windows to make the process of creating and altering the look/skin of the dialogues/inventory windows as shown in the game would be great.

    Is there some general way to set main and sub quest flags, any number of flags and then interrogate them?

    Also, looking at Assets like Inventory Pro and Mount Points, it would be nice to have and editor window to allow you to easily explain where (in terms of equipable) items would be mounted/attached to your 3d characters.

    With spell casting, perhaps more re background elements, effects and that versus resistances in PCs and Enemies>?
  • ORK Framework 2.5.0 is here - see all details in the 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!
  • Thanks so much! This update is so friggin' useful!!
    My little chunk of the internet: http://artemic.com
  • This is a fine update! Updating my project now. :D
    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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