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2D RPG Quickstart

  • START 2D RPG Quickstart
  • 01 Initial Setup
  • 02 Player Setup
  • 03 Music & Scenes
  • 04 UI System Setup
  • 05 UI Boxes
  • 06 Flying Texts
  • 07 Status Values
  • 08 Status Effects
  • 09 First Abilities
  • 10 Fighter Setup
  • 11 First Enemies & Battle AI
  • 12 Battle System Setup
  • 13 Animating Battle Start and End
  • 14 Random Battles
  • 15 Animating Actions
  • 16 Player Battle HUD
  • 17 Elemental Attacks
  • 18 Animating More Actions
  • 19 Inventory & Loot
  • 20 Equipment
  • 21 Loot, Start Equipment & Viewers
  • 22 Magic Abilities
  • 23 Caster Setup
  • 24 More Enemies
  • 25 Start Menu & Save Games
  • 26 Menu Screens
  • 27 Interactions
  • 28 Item Collectors
  • END 2D RPG Quickstart

3D RPG Quickstart

  • START 3D RPG Quickstart
  • 01 Initial Setup
  • 02 Player Setup
  • 03 Music & Scenes
  • 04 UI System Setup
  • 05 UI Boxes
  • 06 Flying Texts
  • 07 Status Values
  • 08 Status Effects
  • 09 First Abilities
  • 10 Fighter Setup
  • 11 First Enemies & Battle AI
  • 12 Battle System Setup
  • 13 Animating Battle Start and End
  • 14 Random Battles
  • 15 Animating Actions
  • 16 Player Battle HUD
  • 17 Elemental Attacks
  • 18 Animating More Actions
  • 19 Inventory & Loot
  • 20 Equipment
  • 21 Loot, Start Equipment & Viewers
  • 22 Magic Abilities
  • 23 Caster Setup
  • 24 More Enemies
  • 25 Start Menu & Save Games
  • 26 Menu Screens
  • 27 Interactions
  • 28 Item Collectors
  • END 3D RPG Quickstart

Status System Setup

  • START Status System Setup
  • 01 Status Values
  • 02 Status Development
  • 03 Attack/Defence Modifiers
  • 04 Status Effects
  • 05 Formulas
  • 06 Ability & Item Types
  • 07 Abilities Part 1: Attacks
  • 08 Abilities Part 2: Support & Sabotage
  • 09 Abilities Part 3: Elemental Magic
  • 10 Items
  • 11 Equipment Part 1: Slots & Slot Set Templates
  • 12 Equipment Part 2: Weapons
  • 12.5 (Optional) Equipment Part 2.5: Weapons
  • 13 Equipment Part 3: Shields, Armor & Accessories
  • 13.5 (Optional) Equipment Part 3.5: Shields, Armor & Accessories
  • 14 Equipment Part 4: Available Equipment Templates
  • 15 Loot
  • 16 Battle AIs
  • 17 Combatants Part 1: General Settings
  • 18 Combatants Part 2: Players
  • 19 Combatants Part 3: Enemies
  • 20 Combatant Groups
  • END Status System Setup

3D RPG Playground

  • START 3D RPG Playground
  • 01 Player Setup
  • 02 Start Menu
  • 03 First Interaction
  • 04 Music
  • 05 Areas
  • 06 Collecting Items
  • 07 Displaying Equipment
  • 08 Combatant Prefabs, Icons & Portraits
  • 09 Combatant Animations
  • 10 Camera Positions
  • ANIM 01 Battle Start/End Schematics
  • ANIM 02 Use, Cast & Camera
  • ANIM 03 Abilities & Items
  • ANIM 04 Physical Attacks
  • ANIM 05 Special Actions
  • BATTLE 01 Battle Menu
  • BATTLE 02 Prepare for Battle
  • TURN 01 Turn Based Setup
  • TURN 02 Turn Order HUD
  • ATB 01 Active Time Setup
  • ATB 02 Cast Times
  • ATB 03 Timebar HUD
  • BATTLE 03 The First Battle
  • BATTLE 04 Hunting Move AI
  • BATTLE 05 Spawning Combatants
  • 11 Save Games
  • MENU 01 UI Boxes
  • MENU 02 Template HUDs
  • MENU 03 Overview Menu
  • MENU 04 Menu Screens
  • 12 Shop
  • BATTLE 06 Random Battles
  • DUNGEON 01 Enter the Dungeon
  • DUNGEON 02 The Trapdoor
  • DUNGEON 03 Enemies on Level 1 & 2
  • DUNGEON 04 Traps on Level 3
  • DUNGEON 05 Going Deeper
  • 13 Bestiary (+MENU+ANIM)
  • QUEST 01 Hunting Quests (+MENU)
  • QUEST 02 Guard NPC
  • QUEST 03 Forest Ruin Cheese
  • QUEST 04 Witch NPC with Cheese
  • QUEST 05 Quest Mark HUDs
  • 14 Research Trees (+MENU)
  • CRAFT 01 Crafting Materials
  • CRAFT 02 Crafting Recipes
  • CRAFT 03 Crafting Menu
  • CRAFT 04 Crafting Proficiency & Critical Crafting
  • CRAFT 05 Materials Loot
  • 15 Changing Choice Dialogue
  • 16 Follow Me!
  • BATTLE 07 Sequence Loot Dialogue

3D Action RPG

  • START 3D Action RPG
  • 01 Status System Setup
  • 02 Player Setup
  • 03 Player Weapon
  • 04 Player Attacks
  • 05 Enemy: Chomper
  • 06 Chomper Attack
  • 07 Hit & Death
  • 08 HUDs
  • 09 Rolling on the Floor
  • 10 Enemy: Spitter
  • 11 Spit Attack
  • 12 Potion
  • 13 Grenade
  • 14 Item HUD
  • 15 Enemy: Grenadier
  • 16 Grenadier Melee Attacks
  • 17 Grenadier Flamethrower
  • 18 Item Drops
  • END 3D Action RPG

2D Grid Battle RPG

  • START 2D Grid Battle RPG
  • 01 Player Setup
  • 02 Prefab & Music Setup
  • 03 Randomizing Combatants
  • 04 UI Setup
  • 05 Battle Start, End & Phase Schematics
  • 06 Battle System Setup
  • 07 Battle Grid Setup
  • 08 Grid Move
  • 09 Forest Battle Grid
  • 10 Battle AI
  • 11 Ability Ranges
  • 12 Death & Use Schematics
  • 13 Attack Schematic
  • 14 Shoot Schematics
  • 15 Battle Selection Interaction
  • END 2D Grid Battle RPG

Schematics

  • Simple Start Schematic
  • Battle Start Schematic
  • Battle End Schematic
  • Moving to Target and Back
  • Animating a Base Attack
  • Animating a Magic Ability
  • Grid Movement
  • Open and Close UI Animations
  • Flying Text Mover

UI Setups

  • Unity UI: Initial Setup
  • Unity UI: TextMesh Pro Setup
  • Unity UI: UI Box
  • Unity UI: Flying Text
  • Unity UI: Dragging Notification
  • Unity UI: Canvas with Screen Space Camera
  • Unity UI: Interaction HUD
  • Unity UI: Simple Player HUD
  • Unity UI: Quest HUD
  • Unity UI: Shortcuts HUD
  • Unity UI: Currency HUD
  • Unity UI: Tooltip HUD
  • Unity UI: Control HUD
  • Unity UI: Attack Modifiers
  • Unity UI: Defence Modifiers

Gameplay Bits

  • Combining Input Origins
  • Combining Status Value Flying Texts
  • Fun With Flying Text
  • HUD Effects With Conditional Schematics
  • Inventory Containers
  • Multi Interaction Controllers
  • World Space HUD
  • World Space Dialogue
  • Home
  • Guide
  • Tutorials
  • 3D RPG Playground
  • DUNGEON 03 Enemies on Level 1 & 2

DUNGEON 03 Enemies on Level 1 & 2

Table of Contents
  • Dungeon Level 1
    • Level Zone
      • Level Settings
    • Battle 1
      • Box Collider
      • Combatant Spawner > Combatant Settings > Combatant 0
    • Battle 2
      • Transform
      • Box Collider
      • Combatant Spawner > Combatant Settings > Combatant 0
    • Battle 3
      • Transform
      • Box Collider
      • Combatant Spawner > Combatant Settings > Combatant 0
    • Additional Item Collectors
  • Dungeon Level 2
    • Level Zone
      • Level Settings
    • Item Collector (Small Key)
      • Collection Settings
      • Item Settings
    • Battles
      • Combatant Spawner > Combatant Settings > Combatant 0
    • Additional Item Collectors
  • Enter Level 3
    • Scene Changer
      • Scene Change Settings > Scene Settings > Target Scene 0
    • Spawn Point
      • Transform
      • Spawn Point
  • Exit Level 3
    • Adding a Game Starter
    • Adding a Spawn Point
    • Adding a Scene Changer
      • Scene Change Settings > Scene Settings > Target Scene 0
  • Testing

In this tutorial we’ll add enemies to the dungeon level 1 and 2.

This tutorial continues the sub-series for setting up the dungeon.

We’ve connected the first 2 levels of our dungeon, now it’s time to add enemies to them – we’ll add spawned combatants like we did in the forest region (north half) of the World scene.

We already set up a prefab with a Move AI Range, a Combatant Spawner and a placed Battle – the Combatant Spawner Range prefab, we’ll use it to place battles.

Dungeon Level 1 #

Open Dungeon Level 1 (Assets/Scenes/Dungeon/).

Level Zone #

First, we’ll add a Level Zone to the scene – it’ll be used by the spawned combatants to set their level.

Add the level zone either using the scene hierarchy context menu (ORK Framework > Zome > Level Zone (Scene)) or the Makinom scene wizard (Create Game Object > Level Zone (Scene)).

Level Settings #

Unlike in the World scene, we’ll use a minimum level of 5 for our combatants (as well as basing the level on the player level).

  • Use Minimum Level
    Enable this setting.
  • Minimum Level
    Set to 5.
  • Set Levels
    Enable this setting.
  • Set Level
    Select Player.
  • Minimum Offset
    Set to -1.
  • Maximum Offset
    Set to 1.

Battle 1 #

Add a Combatant Spawner Range prefab to the room in front of the stairs (i.e. on the way to the small key).

Change the following settings.

Box Collider #

Adjust the box collider on the Combatant Spawner Range root object.

For my placement, this size is good.

  • Size
    Set to X=12, Y=20, Z=20.

Combatant Spawner > Combatant Settings > Combatant 0 #

We’ll also update the combatant spawner on the Combatant Spawner child object.

Use a single, random combatant for this first battle.

  • Combatant Group
    Select 1x Random.

Battle 2 #

Copy the previous Combatant Spawner Range game object and move it to the corridor to the 2nd room.

Change the following settings.

Transform #

We’ll rotate the game object to align the battle spots with the corridor.

  • Rotation
    Set to X=0, Y=-90, Z=0.

Box Collider #

  • Size
    Set to X=10, Y=20, Z=18.

Combatant Spawner > Combatant Settings > Combatant 0 #

Change the used group on the Combatant Spawner child object.

  • Combatant Group
    Select 1x Tank, 1x Supporter.

Battle 3 #

Copy the previous Combatant Spawner Range game object and move it to the 2nd room (with the small key).

Change the following settings.

Transform #

We’ll rotate it again.

  • Rotation
    Set to X=0, Y=-180, Z=0.

Box Collider #

  • Size
    Set to X=12, Y=20, Z=15.

Combatant Spawner > Combatant Settings > Combatant 0 #

Change the used group on the Combatant Spawner child object.

  • Combatant Group
    Select 1x Tank, 1x Physical DPS.

Additional Item Collectors #

Add some additional item collectors to the scene to have the player something to pick up and enjoy.

You can add item collectors either via the scene hierarchy context menu (ORK Framework > Item Collector) or the Makinom scene wizard (Create Game Object > Item Collector).

E.g. I’m adding:

  • Potion x3
  • Revive Potion x1

And that’s it for level 1 – don’t forget to save the changes.

Dungeon Level 2 #

Open Dungeon Level 2 (Assets/Scenes/Dungeon/).

Level Zone #

Add a level zone either using the scene hierarchy context menu (ORK Framework > Zome > Level Zone (Scene)) or the Makinom scene wizard (Create Game Object > Level Zone (Scene)).

Level Settings #

  • Use Minimum Level
    Enable this setting.
  • Minimum Level
    Set to 7.
  • Set Levels
    Enable this setting.
  • Set Level
    Select Player.
  • Minimum Offset
    Set to -1.
  • Maximum Offset
    Set to 1.

Item Collector (Small Key) #

We also need to add another key to open the level’s trapdoor.

Add an item collector either via the scene hierarchy context menu (ORK Framework > Item Collector) or the Makinom scene wizard (Create Game Object > Item Collector).

Place the item collector on the crate in the lower left room.

  • Use Scene ID
    This should be enabled and have the scene ID 0 assigned, since this is the first item collector added to the scene.

Collection Settings #

  • Collection Type
    Select Single.

Item Settings #

  • Spawn Prefab
    Enable this setting.

Change the already added Item 0.

  • Type
    Select Item.
  • Item
    Select Small Key.
  • Quantity
    Select Value >Value.
    Set the value to 1.

Battles #

Place battles using the Combatant Spawner Range prefab.

Adjust the Box Collider of the Move AI Range to fit the rooms the battles are placed in, rotate them as needed and select the groups you want to use.

I’m using:

  • 1x Tank, 1x Mage
  • 1x Tank, 1x Physical DPS, 1x Mage
  • 1x Tank, 1x Mage, 1x Supporter
  • Dragon (single combatant)

The Dragon is placed by the small key’s item collector. To use a single combatant, change the following setting of the Combatant Spawner.

Combatant Spawner > Combatant Settings > Combatant 0 #

Change the used group on the Combatant Spawner child object.

  • Use Group
    Disable this setting.
  • Combatant
    Select Dragon.

Additional Item Collectors #

Add some additional item collectors to the scene to have the player something to pick up and enjoy.

You can add item collectors either via the scene hierarchy context menu (ORK Framework > Item Collector) or the Makinom scene wizard (Create Game Object > Item Collector).

E.g. I’m adding:

  • Revive Potion x1
  • Revive Potion x1
  • Antidote x3
  • Shield 1 x1
  • Magic Potion x1
  • Magic Potion x1
  • Axe 1 x1
  • High Potion x1
  • Cure Potion x1
  • Cure Potion x1

Enter Level 3 #

We’ll now update the trapdoor in the level 2 scene to load Dungeon Level 3 and add a spawn point in front of the trapdoor.

Scene Changer #

Select the Entrance_Trapdoor_Block game object in case it’s no longer selected.

Adjust the following setting.

Scene Change Settings > Scene Settings > Target Scene 0 #

  • Target Scene
    Set to Dungeon Level 3.

Spawn Point #

Create a Spawn Point in front of the trapdoor, either using the scene hierarchy context menu (Makinom > Spawn Point) or the Makinom scene wizard (Create Game Object > Spawn Point).

The spawn point automatically receives the spawn ID 1, since this is the next unused spawn ID. We’ll adjust the rotation for our player’s spawn.

Transform #

  • Rotation
    Set to X=0, Y=180, Z=0.

Spawn Point #

  • Use Rotation
    Enable Y, disable X and Z.

That’s it for level 2 – don’t forget to save your changes.

Exit Level 3 #

Open Dungeon Level 3 (Assets/Scenes/Dungeon/), we’ll add a spawn point and scene changer to return to level 2.

Adding a Game Starter #

Don’t forget that you need to add a Game Starter to a scene if you want to do a quick playtest right in the scene.

Create an ORK Game Starter either using the scene hierarchy context menu (ORK Framework > ORK Game Starter) or the Makinom scene wizard (Add ORK Game Starter > Add ORK Game Starter).

It doesn’t really matter where you place the game starter, but make sure to enable Start Game for quick game testing.

  • Start Game
    Enable this setting.

Adding a Spawn Point #

Create a Spawn Point either using the scene hierarchy context menu (Makinom > Spawn Point) or the Makinom scene wizard (Create Game Object > Spawn Point).

Place the spawn point in front of the stairs leading upwards – but not too close, as we’ll also add a scene changer to the stairs.

For once, the spawn point is already rotated in the correct direction, so we don’t need to adjust anything.

Adding a Scene Changer #

Select the Entrance_Staircase_Block game object – you can easily select it by clicking on the arch of the staircase.

The scene changer has to be added to the root game object (Entrance_Staircase_Block), not one of it’s child objects. Use the component menu to add a Scene Changer component.

Scene Change Settings > Scene Settings > Target Scene 0 #

  • Target Scene
    Set to Dungeon Level 2.
  • Position Type
    Select Spawn ID.
  • Spawn ID
    Select Value > Value.
  • Value (Spawn ID)
    Set to 1.

And that’s it for level 3 – don’t forget to save your changes.

Testing #

Hit play in one of your scenes (e.g. Dungeon Level 1) and test your battles.

In case the battles are too hard due to starting at level 1, while the dungeon enemies are at least level 5 (and 7 in dungeon level 2), you can either do some leveling (and save the game outside the dungeon) or increase the start level of your combatants.

Next, we’ll watch out for traps on level 3!

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Updated on January 28, 2022
Table of Contents
  • Dungeon Level 1
    • Level Zone
      • Level Settings
    • Battle 1
      • Box Collider
      • Combatant Spawner > Combatant Settings > Combatant 0
    • Battle 2
      • Transform
      • Box Collider
      • Combatant Spawner > Combatant Settings > Combatant 0
    • Battle 3
      • Transform
      • Box Collider
      • Combatant Spawner > Combatant Settings > Combatant 0
    • Additional Item Collectors
  • Dungeon Level 2
    • Level Zone
      • Level Settings
    • Item Collector (Small Key)
      • Collection Settings
      • Item Settings
    • Battles
      • Combatant Spawner > Combatant Settings > Combatant 0
    • Additional Item Collectors
  • Enter Level 3
    • Scene Changer
      • Scene Change Settings > Scene Settings > Target Scene 0
    • Spawn Point
      • Transform
      • Spawn Point
  • Exit Level 3
    • Adding a Game Starter
    • Adding a Spawn Point
    • Adding a Scene Changer
      • Scene Change Settings > Scene Settings > Target Scene 0
  • Testing
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