We’re done with our 3D RPG Quickstart setup, now what?
The goal of this tutorial series was to give a short introduction to some of ORK Framework’s features and how to handle 3D environments – so that’s all it focused on.
There are many other features you might want in your game, e.g. quests, other forms of status development, bestiary, other kind of actions, more complex UI (menus, HUDs, etc.) or a different battle system.
However, you can add all those things: Follow the 3D RPG Playground series to learn more about all these features, how they can be set up and used. You can also just pick some of the parts of other tutorial series and integrate them in this project (may need small changes here and there, e.g. selecting other items or enemies).
You can also add new scenes, player combatants, enemies, items or abilities and expand this tutorial project and learn from it.
Other Tutorials #
For a deep dive into the features (and more) that where introduced in this tutorial series, check out the Status System Setup series for a bigger and more complex status system, and the 3D RPG Playground series for a long and detailed series (based upon the status system setup) on all kinds of gameplay features.
The 3D Action RPG series is a standalone tutorial series focusing on real time action combat, or the 2D Grid Battle RPG series focuses on grid battles.
If you want to do the same thing again, but in 2D, check out the 2D RPG Quickstart series.
Or, here are some things you can add from other tutorial series.
Add the 3D RPG Playground’s bestiary setup to add a bestiary menu and the Study ability’s animation.
For the ability’s schematic, base it off the Use schematic from this tutorial series, adding the bestiary dialogue to it.
Add a shop like in this 3D RPG Playground tutorial to have your player spend the hard earned gold from battles.
Shops can also sell combatants, which you can use to let the princess recruit new combatants for her army.
Final Words #
This setup is just one example for handling 3D environments, turn based battles and other features.
Depending on your project’s needs, you can also use different 3D setups, e.g. using Mecanim animation system, first person controls, etc.
There are also more features to explore, e.g. using spawning enemies in the scene and having them hunt the player, or use action time in battles to limit the player’s time to select actions. Whatever fits your game.