The topic has been touched upon in some previous threads (
'Load Other Project' usage question and
Git compatibility), so I know that changes to the ORK database file cannot be merged via source control.
It's not as though I have a huge team working with me, but this is one area of great concern to me. With essentially all of the game data residing in a single database file, I can't say "Bob, you do a pass on balancing weapons; Tom, you do another pass through all of the quest logs; I'll do a pass on animations and make sure each creature/character is using the ones that they are supposed to." At least not unless we all happen to live in time zones 8 hours removed from one another. :-)
I'll be using Pixel Crushers' Dialogue System, so at least that takes the content of dialogues outside of what is managed by ORK.
Are there any plans to better accommodate a multi-designer workflow? I realize it would require some major restructuring of ORK's database file to be able to merge changes, but even a simple export/import feature would help greatly. So another designer can modify weapon damages and then export the weapons data, which I can import into the "master" database and check it in (for example). The importer could show what will be overwritten (and what will be added) and allow individual changes to be excluded.
Thanks!
Data import/export (for ORK 2) is on my todo list, can't really say when it'll be coming, though ...
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Data import/export would be fantastic though, and would be almost as good for a team of 2 or 3 developers.
Since you mentioned ORK 3, do you have any plans to make some features more modular? I'm thinking primarily in terms of being able to turn off certain panels or sections in the editor entirely. The various battle systems would be excellent candidates for this (if I'm exclusively using the *fingers crossed* tactical battle system, then I don't need to see any options for phased, real-time, active battle, etc), as well as smaller bits like Weapon Durability, Crafting, Bestiary, Stealing (in combat), etc. There is just so much stuff in the editor that it can get overwhelming at times, and while I know you can minimize panels, it would be nice to just be able to turn off some of the features entirely so I don't have to scan through them when looking for a particular field that I want to change.
It would also be a good framework for more easily plugging in different character controllers, camera systems, input managers, etc.
I know that was completely off-topic from what I originally asked, but I just wanted to bring it up as this is clearly the sort of major architectural change that would be in a 3.0 release and not a 2.x release.
Thanks!
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Well, something to look forward to in the future.
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