• Second the request for the second music track to play. : )
  • @keyboardcowboy
    While there isn't a random generator in the editor, you can just add a bunch of groups to the spawner and use a random one by enabling Spawn Random in the combatant spawner's inspector.
    For Battle components, it'll automatically use a random of the defined combatants/groups, unless you enable the All Combatants/Groups option to use them all in the battle.
    Also, if you want to create a random player group, that's possible through the event system, e.g. combining the Random step with adding combatants multiple times :)
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  • edited April 2015
    Hi Gil.
    I'm using ork framework 2.4.2 in Unity 5.0.1f1.
    I have two feature requests for the order of command in turn base battle.
    I want the option of order system which is sorted by member ID like member 0, member 1 then member 2.... from the left to the right of HUD sequence, can be seen in games like classic Wizardry or Etrian Odyssey series.

    And I want one more option for canceling or back button for line of combatant action like canceling action command of member 3 then go back to command screen of member 2 and so on....
    Post edited by gazebo on
  • edited April 2015
    Any chance for animated portraits/cursor support in the next updates? Have the assets ready to go but can't use'm!
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
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  • How about this one:

    Expose player battle AI.

    Allow to expose to the player some of the condition / response settings for a battle AI, but in simple form. Something very simple that is just a priority list with each entry having 3 fields, Condition, Target, Action:

    Condition (Target) --> Action
    1. HP (Self) < 50% --> Heal
    2. Status:Enraged (Enemy) --> Dispell
    3. Distance (Enemy) > 20 --> AoE Ability
    4. Is Leader's Target (Enemy) --> Attack

    it would just go through this list and try each action in order, and if a condition was met and an action was executed it would then just go back to the top and start again (which is how battle AI works now I think). Allow the developer to define the number of these slots available to the player, and the specific conditions that are exposed too (e.g. it doesn't make sense to expose everything and allow a player to choose between, say, HP < 25% and HP < 26% generally, so I would maybe allow them to check every 33% or every 25% or maybe at most every 10%, or instead, I'd make a list like 90%, 75%, 50%, 25% 10% as the allowed conditions for HP).

    This would allow players to make more targeted player AIs for specific encounters and would still be pretty simple to set up for them.
  • edited May 2015
    I really like the Navigator in ORK that shows you the compass points and where the monsters are and where item pickups are--but unless I'm missing doing something it doesn't show where the player is in the scene map as a whole. I don't think I'm missing doing anything. The Navigator is sleek and does what it does.

    I am not going to use going forward any third party minimap systems because I like the Navigator. And none of those systems really work perfectly with ORK without doing script tweaking.

    Yet I know my players will haunt me because they want to know where they are located in the scene.

    I got my beta testers to be happy with just the Navigator because I told them the levels are all small--which they are on purpose--but my beta testers are not my players--my players have always thrown fits if there is no minimap. I could quote someone in particular at Toucharcade who said they will never play a game without a minimap. He was an old beta tester who somehow got spoiled.

    If there is some way you could expand the Navigator to show where the player is in the scene---that would be wonderful. Or add your own minimap feature that is a part of the Navigator. Something very simple would do. Just a tan background for the map and something that indicates where the player is. Nothing fussy.

    Since my game is my vision--I'm going to stick with the Navigator until there is something better somehow. : ) I know I used a certain minimap third party package before with ORK1 and did a tutorial for it---but that's not what I want to do going forward--I would really like something simple for a minimap to be a part of the Navigator if possible.

    Post edited by Catacomber on
  • Ork Framework Window. During testing I have noticed that when I click off the Unity3d play button that the Ork Framework window resets, and does not hold its content location. It would be helpful if the Ork Framework window would keep its place though a series of Play on and Play off. As it is now, I must re-navigate in the Ork Framework window every time I test a tweek. Could it just stay exactly the same through a play on - play off iteration?
  • edited May 2015
    Kirb suggestion is very nice.

    Is it possible to add a method to display Inventory space? E.g. Inventory 20/30
    Post edited by artainx on
    ORK user since 2014. Patron since 2018.
  • Request for add features to top down camera .

    1 : camera rotation so that you dont need to build a scene on the z or x axis since the camera is stuck on looking in the z direction .

    2: zoom in an out feature.

    3: ability to allow camera to follow player under stuff ( i know its top down but would be helpful in some places ) :)
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  • @wtyson

    For #3 I believe it's possible, in camera settings you should see an option for Camera Collison.
    ORK user since 2014. Patron since 2018.
  • @artainx nah dont work unless the cam collides with somthing
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  • I noticed we don't have a lot of power when it comes to pricing items. Can we get variable and formula pricing?
  • Hello GIL.
    What happens to the new product afterwards?

    My requests is...
    I want there to be the copy and paste of the event node in other event.asset.
    Please check.
  • request for visualization of the ok an cancel button in gui editor ... find it highly annoying not being able to see its positioning in the editor :p
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  • edited May 2015
    Requesting that status value elements in HUDs should be able to list selected status values instead of either only one status value or all status values of a certain type.

    i.e. here's an outdated skeleton version of my menu layout (outdated size and proportions, but it still generally applies)... Basically I have 14 stats and I split them into 24 total HUD elements because I want them in different areas, which makes editing the HUD both laggy in the editor and time-consuming from a workflow perspective. There might be an easier way to do this that I'm missing, but if not, then it would definitely help if I could condense the 5 primary stats and 5 secondary stats down from 20 elements to 4.
    Post edited by JellyPaladin on
    twitter.com/JellyPaladin
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