I've been busy with some contract work, so not that many new features yet - but some cool stuff in there. Release End of July!
Plugin System ORK Framework gets a neat new Plugin system :) The settings of a plugin can be set up in the ORK Framework editor and will be saved and loaded with the rest of ORK's data. Plugins can be called from the main menu and event system and have some special functions that can automatically be called (e.g. when ORK is initialized, on each Update tick, etc.). The full version of ORK Framework will include a plugin template to get you started.
Game Settings: Raycasts The new Raycast Type setting allows selecting what type of raycast will be used in ORK. You can either use 3D, 2D or a combination (3D first or 2D first).
Abilities, Items Some improvements to raycast targeting. Also, the new setting Auto Target (by default enabled) will use a nearby combatant for targeting. If disabled, the screen center will be used.
Battle Spots Set Rotation and Set Scale settings available for the individual battle spots. You can now set the default spot's rotation/scale as well :)
GUI Boxes The Select Unfocused setting for choices allow directly selecting a choice in unfocused GUI box (the box will be focused in the process). If the setting is disabled, you first need to focus the box by clicking in it.
Event System: Spawn Steps The Destroy Player step is now also available in Battle Start and Battle End events.
Mecanim Animations The Trigger parameter type allows setting (new) trigger parameters in animators, pretty useful, because they're a set once flag to play an animation :) Also, a Duration setting is coming to define the duration for mecanim states - but it's only used to determine a wait time in event steps (since there still is no way to get the duration of a state ...)
Event System: Base Steps The new Raycast Object step allows adding a game object to the Found Objects list when it was hit by a raycast. The raycast can either depend on the user's input (mouse/touch) or just be fired when the step is executed. Raycast settings similar to target raycasts from ability/item (i.e. the source can be the screen or an event object).
Event System: Variable Steps The new Raycast to Variable step will set a Vector3 game variable to the hit point of a raycast. Like the other raycast step, just with variable :)
Event System: Spawn Steps The Spawn Prefab step can now spawn prefabs at the location of a defined position instead of using an event object. Since it's the usual Vector3 selection field, you can also use a Vector3 game variable here :)
Shops Shops can now block the move AI of all combatants or only the move AI of the shop's game object.
Shop Interactions Like Event Interactions, shop interactions can now also do player/event turns upon interacting.
Move AIs The new Hunting Range settings optionally let a combatant only hunt within a defined range of his start position (i.e. spawn position).
Logs, Menu Screens Logs can now display Portraits in menu screens. Log texts can override the log's portrait. The Log menu screen part can display the portraits in the log selection and log info display.
Input Keys The new input handling type Any receives the input on down, hold and up.
Save Game Menu You can now set the save slots also to 0, only allow using auto save games and retry.
Item Collectors The new Destroy Collected setting (only for single/random type collectors) handles if the whole game object will be destroyed when an item is collected. If enabled, the object will be destroyed, otherwise only the item collector will be removed
Game Settings The new GUI Padding setting allows adding a padding to the border of the screen when placing the GUI. The new GUI Anchor setting can be used for GUI placement when dealing with different resolutions and aspect ratios. E.g. using GUI scale mode Scale to Fit with the Middle Center anchor will make sure that the GUI is placed nicely in the center of the screen and shows the whole GUI.
GUI Layers The Use Full Screen setting will ignore the GUI settings and use the full screen for placing GUI stuff on that layer. Will use Stretch to Fill GUI scaling. Useful if you want to make sure that menu backgrounds will cover the whole screen :)
Post edited by gamingislove on
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