May
30
2014

New Quest System (including menu, event and HUD integration), advanced Vector3 operations with game variables, lots of new and improved event steps and a bunch of other new features and fixes.

Head to the download page and grab the latest version!

You can find more information on the new quest system in this how-to. An example use of the quest system can be found in this gameplay tutorial.

 

 

New

  • Quest System
    The new quest system consists of ‘Quest Types’, ‘Quests’ and ‘Quest Tasks’.
    They are created in the ‘Game’ section of the ORK Framework editor.
  • Quest Types
    Quest types are used to separate quests into different types.
    The quest types can be used in menus and HUDs to filter/limit displaying quests.
  • Quests
    Quests can give rewards (experience, items, equipment and money) upon successful completion.
    A quest consists of multiple quest tasks.
  • Quest Tasks
    Quest tasks are the actual things a player needs to do in a quest.
    You can define requirements for activating, finishing or failing a task.
    The task’s progress can be handled automatically.
  • Menu Screens
    ‘Quest’ menu part available.
    Displays the quests of the player and can be separated by quest types.
    Quests can optionally be set active/inactive.
  • Interactions
    Quest/task status conditions available in all interactions (e.g. Event Interaction, Item Collector).
  • Requirements
    ‘Knows Logs’, ‘Has Quests’, ‘Has Not Ended Quests’ and ‘Has Ended Quests’ settings available.
    Requires the player to knows at least one log, quest, active/inactive quest or finished/failed quest.
  • Game Variables
    Advanced Vector3 operations available.
    Setting a Vector3 game variable can now use the following operators: Add, Sub, Set, Cross, Min, Max, Scale, Project and Reflect.
    This is available throughout the entire framework.
  • Inventory, Currencies, Items, Weapons, Armors
    ‘Inventory Notifications’ settings available.
    Adding/removing items, weapons, armors and currency to/from the player’s inventory can optionally display notifications.
    Also, if something can’t be added due to inventory limitations can display a notification.
    Currencies, items, weapons and armors can override the default notifications.
  • Inventory, Crafting Recipes
    ‘Crafting Notifications’ settings available.
    Learning/forgetting a crafting recipe and using it (successfully/failed) can optionally display notifications.
    Crafting recipes can override the default notifications.
  • Combatants: Auto Attacks
    ‘Target Type’ setting available.
    Select the possible targets of auto attacks, e.g. only group/individual targets or all combatants.
  • Combatants
    ‘Keep Prefab’ settings available in the ‘Death Settings’.
    The combatant’s prefab wont be destroyed when the combatant dies (only for non-members of the player group).
  • Text Codes
    New text codes available for quest, quest task and quest type information.
  • Event System
    ‘Quest Steps’ available.
    There are various new steps available to manage/check the status of a quest and quest tasks.
  • Event System: Dialogue Steps
    ‘Quest Choice’ step available.
    Displays a dialogue or choice dialogue with quest information of a selected quest.
  • Event System: Dialogue Steps
    The message of ‘Show Dialogue’, ‘Teleport Choice’ and ‘Value Input Dialogue’ steps can optionally also be printed to the console.
  • Event System: Dialogue Steps
    The cancel choice in ‘Teleport Choice’ steps can optionally be the first choice in the list.
  • Event System: Status Steps
    ‘Initialize to Level’ step available.
    Initialize a combatant/group to a defind level and class level.
    All previous progress (e.g. learned abilities, status values) will be lost, all equipment will be unequipped.
  • Event System: Base Steps
    ‘Wait For Input Fork’ step available.
    Waits for an input key (out of multiple keys) to be pressed, either for a set amount of time, or until the key has been pressed.
    The next step of the input key that’s pressed first will be executed.
  • Event System: Statistic Steps
    ‘Clear Statistic’ can now optionally reset a selected statistic value instead of all values.
  • Event System: Statistic Steps
    ‘Check Statistic’ step available.
    Checks a selected statistic value against a defined value.
  • Event System: Statistic Steps
    ‘Statistic To Variable’ step available.
    Stores a selected statistic value into a float game variable.
  • Event System: Movement Steps
    ‘Transform To Variable’ step available.
    Stores a transform’s position, rotation or scale into a Vector3 game variable.
  • Event System: Movement Steps
    ‘Block Move AI’ step can now optionally block the move AI of a selected object instead of blocking it completely (i.e. for all objects).
  • Battle Events: Battle Steps
    ‘End Phase’ step available.
    The phase will end after the action finishes – combatants who didn’t chose an action yet will not be able to do so.
    Only used in ‘Phase’ battles.
  • Status Values
    ‘Start Value’ settings available for ‘Consumable’ type status values.
    Define the start value of ‘Consumable’ status values either in percent of their maximum status value or an absolute value.
    By default 100 % of their maximum status value.
  • Status Values
    ‘No Regeneration’ setting available for ‘Consumable’ type status values.
    Optionally excludes a status value from being fully recovered upon regeneration (e.g. on level up or by the ‘Regenerate’ event step).
  • Menu Settings, GUI Boxes
    ‘Show Unfocused’ setting available for choice icons.
    The choice selection icon can optionally be displayed on a not focused GUI box.
  • Battle AI
    ‘End Phase’ setting available in all action steps.
    The phase will end after the action finishes – combatants who didn’t chose an action yet will not be able to do so.
    Only used in ‘Phase’ battles.
  • Game Settings: Area Notifications
    ‘Queue Area Notifications’ setting available.
    Area notifications can optionally be displayed in sequence instead of replacing the current notification with a new one.
  • Areas, Game Settings: Area Notification
    ‘Play Sound’ settings available.
    An area notification can play an audio clip (even when not displaying the notification box).
  • Areas, Game Settings: Area Notification
    ‘Show Portrait’ setting available.
    Showing an area’s portrait in the area notification is now optional.
    By default enabled.
  • Battle Texts
    ‘Queue Infos’ setting available.
    Battle infos can optionally be displayed in sequence instead of replacing the current info with a new one.
  • HUDs
    ‘Quest’ type HUD available.
    Displays a list of quests and their tasks.
    The displayed quests can be filtered by quest type and status.
  • HUDs
    ‘Hide Empty HUD’ setting available.
    A HUD will be hidden if it doesn’t display any elements.
    Not available for ‘Control’, ‘Navigation’ and ‘Console’ type HUDs.
  • HUDs
    ‘Quest’ and ‘Quest Task’ settings available in ‘Tooltip’ type HUDs.
    A tooltip can be dispalyed when hovering the mouse above a quest or quest task in a ‘Quest’ type HUD.
  • Main Menu
    ‘Stop Music’ setting available.
    The current music is stopped when starting a new game. By default enabled.
  • Status Effects, Battle Texts
    ‘Remove Status Effect’ notification text settings available.
    You can display a notification text when a status effect is removed from a combatant.

 

Changes

  • Object Variables
    Accessing an object variable’s component in the start function of a script now also initializes the variables.
  • Event System
    Moving, rotating and scaling objects over time will now start immediately.
    Previously, the changes started in the next frame, leading to sometimes not being finished completely after the wait time.
  • Event System: PlayerPref Steps
    The PlayerPrefs are saved each time after setting a PlayerPrefs.
  • Inventory
    Inventory limits prevent getting items from item collectors/boxes and buying items.

 

Fixes

  • GUI Boxes
    ‘Select First’ is now working correctly.
  • Menu Screens
    The description part in equipment screens now displays the correct part information.
  • Menu Screens
    Crafting menus could throw an error when using a choice for creating recipe outcomes.
  • Menu Screens
    Group menus could throw an error (and block the menu from exiting) when using complex combatant layouts.
  • Event System: Base Steps
    The ‘Wait For Input’ step now receives the input from input keys with ‘Hold Time’ correctly.
  • Event System
    Game objects that are destroyed before being used in steps wont throw errors.
  • Console
    Learning and forgetting console texts used the action range settings instead of learn/forget range.
  • Weapons, Armors
    Enabling/disabling equipment parts wont throw errors when not using combatant equipment override.
  • Shops
    Selling the last item of the inventory (without displaying ‘Back’ buttons) wont get you stuck in the shop any longer.
  • Save Games
    Saving scene data (e.g. finished battles, collected items) is now working correctly.
  • Status Effects, Abilities, Items
    Status effects overriding an ability/item attack attribute could result in an error.