October
29
2013

19. Damage and refresh flying texts

Flying texts give a visual feedback (e.g. displaying the damage of an attack) to what’s happening in a battle.


October
29
2013

18. The first battle

We’ll take a look at turn based battles, factions and add the first battle to the game.


October
29
2013

Factions

Factions determine if combatants are allies or enemies.


October
22
2013

17. Enemies and Battle AI

Let’s create some enemies to fight, and their behaviour in battle, using Battle AIs.


October
21
2013

Battle AI

The battle AI will decide the battle actions of any combatant who’s not part of the player group (or an¬†AI controlled¬†member of the player group).


October
20
2013

16. Battle prep

Finally, some action! But before we can start with our first battle, let’s go over some needed battle settings first.


October
16
2013

15. Classes and revisiting the player

This time we’ll set up a basic class and take a look at our player again.


October
11
2013

Classes

A class is the basic foundation of every combatant.


September
30
2013

14. Equipment

We don’t want our hero to run around naked and fight with his fists – let’s create some fancy things to wear!


September
30
2013

Equipment

Another crucial part of most games – stuff to wear. ORK Framework gives you total control over your equipment system!