The tile map system is the way that players navigate through the world, it is the bread and butter of the entire game so-to-speak. This system will be how the player moves, finds new locations, finds events to interact with, completes quests, and would also be able to move their ship.I am attempting to make each square display a description of the area when the player moves over it, something that I am sure I can figure out later on.
The tile map system would also display icons/change colors over different sections that the player can see and start moving to if they wanted.
Straight example:
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ORK's built-in player/camera controls are just there to get you started, you can use any custom controls you want (see the documentation for details).
If it's more like locations on a map, you could e.g. use interaction machines for click interaction on them and handle the movement via their schematics.
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For me ORK takes away lots of manual programming and standardizes the way of configuring all the things you need for a RPG. There seems lots of experience be put in over time.
Before I did the GameDev.tv courses to programm everything myself (Inventory, Stats System, Quest System, ...). ORK already did this in an efficient way and much more complete as I could have.
The outcomes of ORK are transparent. That means ORK relys on Unity features you can look into, if you want to learn more. E.g. Scripts, Scribtable Objects, Controller Setups and more.
Thus you (should be) able to change everything to your needs (depends on the effort you want to put in of course :-)
@gamingislove please correct me, if I am wrong :-)
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