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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 05 Going Deeper

DUNGEON 05 Going Deeper

Table of Contents
  • Dungeon Level 4
    • Level Zone
      • Level Settings
    • Item Collector (Small Key)
      • Item Settings > Item 0
    • Battles
      • Combatant Spawner > Combatant Settings > Combatant 0
    • Additional Item Collectors
  • Enter Level 5
    • Scene Changer
      • Scene Change Settings > Scene Settings > Target Scene 0
    • Spawn Point
      • Transform
      • Spawn Point
  • Exit Level 5
    • Adding a Game Starter
    • Adding a Spawn Point
    • Adding a Scene Changer
      • Scene Change Settings > Scene Settings > Target Scene 0
  • Dungeon Level 5
    • Level Zone
      • Level Settings
    • Save Point
    • Battles
      • Combatant Spawner > Combatant Settings > Combatant 0
    • Boss Battle Start Schematic
      • Change Music
    • Updating the Boss Battle
      • Battle Settings > Battle Start/End Schematics
      • Battle Spots
    • Additional Item Collectors
  • Testing

In this tutorial finish the dungeon setup with level 4 and 5, including the boss battle.

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

Time to finish up the dungeon – we’ll set up level 4 and the final boss at level 5.

Dungeon Level 4 #

Open Dungeon Level 4 (Assets/Scenes/Dungeon/).

We’ll add the usual level zone, item collectors (small key and additional items) and battles.

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 15.
  • Set Levels
    Enable this setting.
  • Set Level
    Select Player.
  • Minimum Offset
    Set to -1.
  • Maximum Offset
    Set to 1.

Item Collector (Small Key) #

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 a table in the large room on the upper left side (not the one with the trapdoor).

Item Settings > Item 0 #

  • Item
    Select Small Key.

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, 2x Physical DPS
  • 1x Tank, 1x Mage, 1x Supporter
  • 1x Tank, 1x Supporter
  • 2x Physical DPS, 1x Supporter
  • 1x Physical DPS, 1x Mage
  • 1x Tank, 1x Physical DPS, 1x Mage
  • 2x Physical DPS
  • 1x Tank, 1x Physical DPS, 1x Supporter
  • Dragon (single combatant, in the small key’s room)
  • Dragon (single combatant, in front of the trapdoor)

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:

  • High Potion x3
  • Magic Potion x2
  • Revive Potion x1
  • Revive Potion x1
  • Dagger 2 x1
  • Hammer 1 x1
  • Shield 2 x1
  • Armor 2 x1
  • Light Armor 2 x1
  • Staff 2 x1
  • Gold x500

Enter Level 5 #

We’ll now update the trapdoor in the level 4 scene to load Dungeon Level 5 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 5.

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 4 – don’t forget to save your changes.

Exit Level 5 #

Open Dungeon Level 5 (Assets/Scenes/Dungeon/), we’ll add a spawn point and scene changer to return to level 4.

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.

The spawn point is already facing the right way, so we don’t need to adjust it’s rotation.

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 4.
  • Position Type
    Select Spawn ID.
  • Spawn ID
    Select Value > Value.
  • Value (Spawn ID)
    Set to 1.

Dungeon Level 5 #

We already have Dungeon Level 5 open.

We’ll add a level zone, a save point, 3 battles (boss and 2 dragons) and some items to pick up.

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 #

We’ll use a minimum level of 20, but stick the level to the player’s level otherwise.

  • Use Minimum Level
    Enable this setting.
  • Minimum Level
    Set to 20.
  • Set Levels
    Enable this setting.
  • Set Level
    Select Player.
  • Minimum Offset
    Set to 0.
  • Maximum Offset
    Set to 0.

Save Point #

We’ve got our SavePoint prefab already set up for us (found in Assets/Tutorial Assets/Prefabs/).

Add it to the scene and place it beside the stairway.

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:

  • Velociraptor (single combatant, large room)
  • Dragon (single combatant, left side)
  • Dragon (single combatant, right side)

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 or Velociraptor.

If you want the boss (Velociraptor) to only occur once, simply enable the Combatant Spawner component’s Use Scene ID setting. This works like Item Collector components and remembers the finished battle in this scene.

Boss Battle Start Schematic #

We’ll create a different version of the BattleStart schematic for our boss battle – mainly to play the boss battle music.

Duplicate the BattleStart schematic we created earlier, rename it to e.g. BossBattleStart and open it.

Change Music #

Select the Change Music node and change the following setting.

  • Music Clip
    Select Boss Battle Theme.

That’s all you need to do – save the changes.

If you want, you can also add other changes, e.g. use a different message or play some animations, etc.

Updating the Boss Battle #

Select the Battle child object of the Velociraptor‘s spawner, we’ll change the following setting in the Battle component.

Battle Settings > Battle Start/End Schematics #

  • Own Start Schematic
    Enable this setting.
  • Start Schematic
    Select the BossBattleStart schematic.

Since the spawned combatant will use this Battle, it’ll also use this battle’s setup.

Battle Spots #

While we’re at it, let’s make some slight adjustment to this battle’s battle spots. We only have 1 enemy, so we’ll place it in the middle instead of the side (as it’s in our setup).

Expand the Battle Spots foldout.

Click on Create Battle Spots – this’ll create empty game objects for the battle spot setup we defined in Battles > Battle Spots.

Now, we just need to swap the spots for enemy 0 and enemy 1. Expand the Enemy Spots setting and drag the enemy 0 spot down.

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:

  • Gold x1000
  • Scope x1
  • Magic Crystal x1
  • Magic Crystal x1
  • Revive Potion x3
  • High Potion x5

And that’s it for level 5 – don’t forget to save your changes.

Testing #

With our dungeon being complete, you can now try out a complete run from level 1 to 5!

My quick test with a level 1 group vs a level 20 Velociraptor naturally ended in a quick defeat.

Next, we’ll set up the bestiary, including the ranger’s study ability.

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Updated on January 28, 2022
Table of Contents
  • Dungeon Level 4
    • Level Zone
      • Level Settings
    • Item Collector (Small Key)
      • Item Settings > Item 0
    • Battles
      • Combatant Spawner > Combatant Settings > Combatant 0
    • Additional Item Collectors
  • Enter Level 5
    • Scene Changer
      • Scene Change Settings > Scene Settings > Target Scene 0
    • Spawn Point
      • Transform
      • Spawn Point
  • Exit Level 5
    • Adding a Game Starter
    • Adding a Spawn Point
    • Adding a Scene Changer
      • Scene Change Settings > Scene Settings > Target Scene 0
  • Dungeon Level 5
    • Level Zone
      • Level Settings
    • Save Point
    • Battles
      • Combatant Spawner > Combatant Settings > Combatant 0
    • Boss Battle Start Schematic
      • Change Music
    • Updating the Boss Battle
      • Battle Settings > Battle Start/End Schematics
      • Battle Spots
    • Additional Item Collectors
  • Testing
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