It's been a year now since this announcement. @gamingislove just wondering do you have anything to share regards ORK3 progress so far? Just curious, no pressures. :)
Lol, yeah, there's always stuff coming in between :)
Since ORK 3 will be an extension for Makinom 2, work on ORK doesn't start before Makinom isn't done. I'm just taking my time to make sure it'll be the best it can get - and M2 is mostly done, just missing an update to the HUD system.
The UI system will be a complete overhaul, dropping legacy GUI and going for a full component based system using the new UI. It'll be very extensible, customizable and the UI setup is now done like any UI in Unity, i.e. no longer in the ORK/Makinom editor.
I hope to have a first beta for Makinom 2 available in the next 3 month and will start work on ORK 3 afterwards, probably having a beta by the end of the year.
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!
Whooot, best news ever. For Makinom 2, beside the gui changes, how much differences will it be compare to Makinom 1, in terms of using the schematics and are there going to be new nodes and stuff in which 1 doesn't have?
There's a lot of difference, but it's mostly in the background, so you'll not notice that much - although the editor also got a huge upgrade with new, searchable selection fields and stuff :)
The biggest change (beside the UI) would probably be that data is now stored in individual assets instead of one huge project asset (e.g. for ORK, an item would be stored as an individual asset). Beside no longer having to load all data on game start, this also helps with using stuff like GIT, as there are now unique GUIDs instead of index/ID referencing and selections are based on asset references.
There's also a change in how schematics are executed, separating the settings from the execution to improve performance when running a schematic multiple times and potentially add support for debugging in the future :)
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!
The future is bright indeed! :) Thanks for the explanation, super exciting for what to come. As of now, my game is a mix match of ork and makinom together, using both the events and schematics to talk to each other, so having them both in one asset will be a huge plus. As for the potential debugging support, it sounds neat! By it, do you mean like in playmaker and bolt where you can see the schematics in action live?
@Shadow_Fire Yes, that'd be the idea - seeing schematics in action while playing, setting break points, etc. I haven't yet looked into actually doing that, but the new way how schematics operate should definitely help with it :)
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!
Oh god, just thinking about it makes me hella excited. Way more excited then when you scratched the old event system and went node based. Would totally be way way way way easier to look at my schematics to see why something is not working. Praying for that in the future!
I am very happy to see the latest news from M2 and ORK, but I most hope that M2 can solve the problem with VRTK. I have not solved the previous problem. I have to experiment with Playmaker and can work with VRTK. I hope M2 can be like Playmaker. Same as interacting with VRTK.
One feature that I would love to see in ORK 3. Would be a simple simulation of prefab system. For example, if we could make a combatant archetype entity. And define some of the more commonly shared options here. Like animation and movement is something that is likely to be shared between most characters.
And inside actual combatant we could select archetype, and optionally override specific settings. There is already an example of this with some combat settings, that you can define globally or override on combatant. But, I think a more involved version of these would save on a lot of routine work.
+ For example you could use different archetype for Humanoids, Animmals, Object enemies etc.
For stuff like items and equipment, this could be even more useful.
I guess the Types/Category section could be one place that could be expanded into "Archetypes", And easily portable.
Makinom's 'visual scripting' is basically the same as ORK's event system.
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!
No new news yet - but you can try the public Makinom 2 BETA to test some of the new editor features that will be coming, as well as help improving ORK 3's foundation by giving feedback on Makinom 2 :)
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!
It's been a year now since this announcement. @gamingislove just wondering do you have anything to share regards ORK3 progress so far? Just curious, no pressures. :)
Since ORK 3 will be an extension for Makinom 2, work on ORK doesn't start before Makinom isn't done. I'm just taking my time to make sure it'll be the best it can get - and M2 is mostly done, just missing an update to the HUD system.
The UI system will be a complete overhaul, dropping legacy GUI and going for a full component based system using the new UI. It'll be very extensible, customizable and the UI setup is now done like any UI in Unity, i.e. no longer in the ORK/Makinom editor.
I hope to have a first beta for Makinom 2 available in the next 3 month and will start work on ORK 3 afterwards, probably having a beta by the end of the year.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
For Makinom 2, beside the gui changes, how much differences will it be compare to Makinom 1, in terms of using the schematics and are there going to be new nodes and stuff in which 1 doesn't have?
The biggest change (beside the UI) would probably be that data is now stored in individual assets instead of one huge project asset (e.g. for ORK, an item would be stored as an individual asset). Beside no longer having to load all data on game start, this also helps with using stuff like GIT, as there are now unique GUIDs instead of index/ID referencing and selections are based on asset references.
There's also a change in how schematics are executed, separating the settings from the execution to improve performance when running a schematic multiple times and potentially add support for debugging in the future :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Thanks for the explanation, super exciting for what to come. As of now, my game is a mix match of ork and makinom together, using both the events and schematics to talk to each other, so having them both in one asset will be a huge plus.
As for the potential debugging support, it sounds neat!
By it, do you mean like in playmaker and bolt where you can see the schematics in action live?
Yes, that'd be the idea - seeing schematics in action while playing, setting break points, etc.
I haven't yet looked into actually doing that, but the new way how schematics operate should definitely help with it :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Praying for that in the future!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Would be a simple simulation of prefab system. For example, if we could make a combatant archetype entity. And define some of the more commonly shared options here. Like animation and movement is something that is likely to be shared between most characters.
And inside actual combatant we could select archetype, and optionally override specific settings. There is already an example of this with some combat settings, that you can define globally or override on combatant. But, I think a more involved version of these would save on a lot of routine work.
+ For example you could use different archetype for Humanoids, Animmals, Object enemies etc.
For stuff like items and equipment, this could be even more useful.
I guess the Types/Category section could be one place that could be expanded into "Archetypes", And easily portable.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!