40. Saving the game

With all the battles and a quest in the game, it’s time to allow saving the player’s progress.


39. The Quest Events

Adding the actual quest to the game is done using Game Events and Game Variables.


38. Using Logs

Before creating the actual events for our quest, let’s take a look at logs first and create a quest log for our game.


37. Menu Screens 3

Adding a multi-paged status menu and some other menu settings.


36. Menu Screens 2

Let’s continue creating our menus!


35. Menu Screens 1

We all know them – menus to manage our items, abilities and other things. In ORK Framework they’re created using Menu Screens.


34. Game Controls

The game controls define how the player and camera controlled – let’s take a look how to change them.


33. Real Time Battles

In Real Time Battles, the actions of a combatant aren’t bound to turns or a timebar. Instead, actions can be performed at any time.


32. Control Maps

Control Maps are used to bind actions (like using an ability or item) to input keys – we’ll use a control map in Real Time Battles to use the base attack without going through the battle menu.


31. Damage Dealers and Damage Zones

Beside using Calculate steps in battle events, you can also deal damage upon physical contact using Damage Dealers and Damage Zones – we’re going to use them in Real Time Battles.