January
18
2014

40. Saving the game

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


January
17
2014

39. The Quest Events

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


January
16
2014

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.


January
10
2014

37. Menu Screens 3

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


January
02
2014

36. Menu Screens 2

Let’s continue creating our menus!


December
30
2013

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.


December
29
2013

34. Game Controls

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


December
11
2013

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.


December
11
2013

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.


December
11
2013

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.