• Beta 7 released
    The 8th beta is available - download it here. There's a nice update for action costs, allowing them to use the remaining actions per turn of a combatant.

    Also, part 7 of the gameplay tutorial series is ready. This time giving some general gameplay tips for grid battles.
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  • when is it going to be put together with the main package? any planed dates atm?
  • Well, as soon as possible :)
    Turn based and phase battles are pretty much working fine, active time and real time still need some fixing.
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  • Any game examples that use an active time/real-time grid system?
  • I haven't really been keeping up with this. what sort of features are in? move cost floor or walls that you can't shoot through? Are these features in or will they come much later?

    I feel like without them the combat will be really bland :/
  • edited September 2016
    @Rogerio

    GiL has listed all of the currently implemented features on each of his updates and tutorials; give them all a read to see what's in.

    http://orkframework.com/tutorial/gameplay/grid-battles-part-1/


    @GiL
    Looking great as usual! Hoping to have the website for my post-DeadGear Grid Battle project up later this year; super excited. :D
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
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  • edited September 2016
    Thanks for the link but that looks like a lot of info to go through to get an answer to those questions. Is there just a simple list with all the features? Or just an answer to my two questions would also be great.

    EDIT:- I see "blocked" cell type. does that mean you can't walk through it as well as shoot through it?
    Post edited by Rogerio on
  • edited September 2016
    Phase Grid Battles
    Part 8 of the grid battle tutorials is here - this time focusing on phase battles.
    The next part will cover active time grid battles, once they're working good enough :)


    @Griffin
    No, but it could result in interesting battles :)

    @Rogerio
    Move costs are implemented out of the box. Blocked cells currently only block movement, line-of-sight use/affect ranges for actions will be added in future updates.
    Post edited by gamingislove on
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  • edited September 2016
    @gamingislove Now that I think about it, Mega Man Battle Network had a real-time grid-based battle system. I'm curious to see if I can replicate that.
    Post edited by Griffin on
  • Beta 9 is here
    The 9th beta version is here - get it at the usual place :)
    This time bringing better support for active time grid battles - and here's the 9th part of the grid tutorials covering them.
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  • Beta 10 is here
    The 10th and probably final beta version is here.
    Look forward to an official release for Unity 5.3 and 5.4 later this week!

    Part 10 of the grid battles tutorial takes real time battles to the grid!
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  • Awesome :D

    Big thanks for these tutorials.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Seconded on the tutorials! :D
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  • Thirded. : ) Thanks for all your hard work.
  • And it's officially out in the wild - release notes.
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