I'm aware that 2d physics pathfinding isn't a thing on ork framework, but 3d pathfinding seems to be implemented in the 3d examples...
Since both 2d animation and 3d animation are handled within mechanom simultaneously even though only one type is usually used per project,,,
Is it possible to use 2d sprite animations in place of 3d models on the 3d example projects?
(And just setting the camera on a pure top down orthographic view, but with the XZ "default Horizontal Plane" set, because it's actually on 3d phisics)
(So it would just look like normal 2d top down perspective for the player, but it would actually be 3d phisics with working pathfinding underneath the surface)
For 2D, you can use extensions to support 3rd party solutions, e.g. PolyNav 2D. Not sure if A* pathfinding also supports 2D.
Check out this tutorial for 2.5D setup (i.e. 2D sprites in a 3D world).
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The pathfinding on the arpg example tutorial would be just fine! If that works on 2.5d, that might just be what I been looking for, for for years (as most 2d asset packs I have found and bought don't have any type of pathfinding, but pretty much all top down 2d games I played in the last few years clearly have pathfinding... It's been frustrating seeing this frfr)
I'll check it out
There are some 2D pathfinding solutions available in the Asset Store - there's currently only an integration for PolyNav 2D (as mentioned above), though. Let me know if there's some other 2D pathfinding you want to use and I can look into adding an integration for it.
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But before I can see doing all that, I need to know how to do a few things that aren't in that tutorial.
1. Add abilities to the player and a way to let the player learn and collect more abilities as they play (like in the other tutorials but...), and MOST IMPORTANTLY, set up a shortcut/hotkey system with click/touch to cast ,... (Like on Diablo immortal etc) (I haven't seen that type of system in ork yet...)
2. Tweak the AI to make higher level decisions and actions... (I'm guessing schematics could be used trick out the enemy AI to a high level... Maybe?)
3. Creat spread-shot projectiles and bullet-hell style attacks (gungeon, Archero etc)
1) Well, as said, those are part of the other tutorial series, though the 3D action RPG also shows how to create abilities, add them to the player and even how to use control maps with them.
For such a shortcut HUD as you mentioned, check out this UI tutorial on creating exactly that.
2) Depends on what those higher level decisions should be :)
Generally, the Battle AI us only used for selecting battle actions and the Move AI is used for detecting and moving to a target. Both can work together, e.g. the battle AI can check the move AI for detected targets to only use actions on those, or the actions will use the move AI to move into use range.
Anything else can be done as part of your actions, via their schematics animating them.
3) This is similar to the grenade in the action RPG.
In short:
- prefab for your projectile with damage dealer on it
- schematic of the action spawns prefab
- schematic activates damage dealer on prefab
- schematic moves the prefab in the direction you want (e.g. forward direction of the user)
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Again thanks for the info...