ORK Framework 3 is an RPG development tool for Unity, now available as a public beta version (BETA 17).

ORK Framework 3 is an extension for Makinom 2 – the ORK 3 BETA contains the compatible Makinom 2.1.0 version needed. Since this is a beta version, you can expect things to change and there’s no guaranteed compatibility between beta versions or beta and production ready versions.

Currently only Unity 2019 or newer (i.e. Unity 2020, 2021) is supported. Using the Unity UI requires TextMesh Pro (and when using Unity 2019.3 or newer, Unity UI) package to be added to the project via the Unity package manager – more on UI systems can be found below. The packages are usually part of any new Unity project.

It’s recommended to use one of the long-term support versions of Unity, i.e. Unity 2019.4 LTS or Unity 2020.3 LTS.

Download ORK 3 BETA

Please consider providing feedback and report bugs in the community forum or via email.

 

Quick Start

ORK Framework 3 is an extension for Makinom 2, it’s settings being displayed in the Makinom editor. This means that you need to open the Makinom editor to open ORK for your setup:

  • Unity menu: Window > Gaming Is Love > Makinom
  • Keyboard shortcut: CTRL + M (Windows), CMD + M (Mac)

The rest is similar to how you remember it from ORK 2, you can even follow the old game tutorial series with ORK 3. Due to some settings being moved around, you’ll sometimes need to adjust for that – see below for a list of changed sections and sub-sections.

One of the first things to do when using Makinom 2 (and ORK 3) is to navigate to UI > UI System and change the used UI System Type to Unity UI to be able to use a UI.

Documentation & Tutorials

You can find ORK 3’s growing documentation and tutorials in the ORK 3 guide.

For now it only covers a broad overview of the editor, settings and components. A main focus is on the new UI system, as most of the other functionality is the same as in ORK 2.

A first few UI tutorials are already available, focusing on setting up HUDs.

I’d highly recommend to also check out Makinom’s documentation to learn more about some of the features you’ll use in ORK 3, e.g. the Makinom editor, schematics or general information on the modular UI system.

Upgrade from ORK Framework 2

ORK 3 will be a paid upgrade from ORK 2 – but there’ll be a grace period, guaranteeing a free upgrade if ORK 2 was purchased in 2021. More details upon ORK 3’s release.

There’ll be an upgrade tool available at a later time to upgrade your existing ORK 2 projects to ORK 3. Please note that due to a lot of changes, not all data can be upgraded, so you’ll have to redo some setup in any case.

BETA 16

  • Bugfixes
    Everything that was reported before this release (December 3, 2021) has been fixed.
  • Available Equipment Templates
    You can now set up templates for available equipment (equipment slots, allowed/excluded equipment and item types).
    They’re set up in Templates > Available Equipment Templates.
    Combatants and classes can use them to define their equipment.
  • Combatant General Settings, Combatants, Classes: Available Equipment
    Changes to how available equipment is defined.
    You can now allow all, use the default (defined in the general settings), a template or a custom setup.
    This requires a redo of your setup.
  • Combatants: Steal
    The steal settings are now level range based, i.e. you can define different items to steal for different levels.
    This requires a redo of your setup.
  • Abilities: Steal
    The currency quantity is now a float value selection (e.g. allowing formulas).
    This requires a redo of your setup (currency stealing only).
  • Editor: Music: Loops
    You can now test your music loops directly in the editor.
  • Editor: Abilities, Equipment: Levels
    When scrolling past the Level Settings, the level management (changing between level settings, adding/copying/removing levels) is now shown in the search bar on top of the settings.
    Limiting view to settings below the Level Settings will also show the level management in the search bar.
    Also, the level management in the settings is now moved into the Level Settings instead of being above them.
  • Editor: Combatants, Classes: Modifiers
    Immediately set up all modifiers or remove all setup by using the new Set All and Clear buttons.
    E.g. to set up attack modifier start values for all attributes, just click on Set All and adjust the values as needed.
  • Editor: Status Bonuses
    Immediately set up all modifiers or remove all setup by using the new Set All and Clear buttons.
    E.g. to set up attack modifier bonuses for all attributes, just click on Set All and adjust the values as needed.
    Available everywhere you can set up status bonuses (i.e. in the template and custom bonuses in equipment, status effects, etc.).
  • Editor: Status Development: Curve
    The curve editor for status development (not percent value curve) can now use the highest value instead of the status value’s maximum value for the bar display.
    This is useful when operating on high-value status value (e.g. allowing maximum integer value) but using low values in the curve, otherwise you’d see nothing.
  • Sound Assignments
    Add multiple audio clips to your sound type assignments to randomly play one of them.
    Available wherever you can set up sound assignments, e.g. in a combatant’s sound setup.
    Doesn’t require a redo of your setup.
  • Research Trees: Ability
    You can now learn the next level instead of a defined level of an ability.
    Learns level 1 when the ability isn’t learned yet.
    The research times (i.e. how often it can be researched) is managed automatically.
    This requires a redo of your setup (ability research items only).
  • Player Controls: Mouse
    The Mouse player controls can now use the combatant’s Movement Component for movement.
  • Combatant Spawners: Respawn
    Some background changes for respawning.
    Combatants/groups that started in a battle will now start their respawn time after the battle’s end (i.e. after the battle end schematic).
    Escaping (i.e. not killing) enemies now also triggers respawn.

Please Note!

Due to the changes available equipment, stealing and ability research items you’ll have to redo some setups. See above for the details.

Previous BETA Versions

See the changes of previous BETA versions below.

BETA 16

  • Bugfixes
    Everything that was reported before this release (November 22, 2021) has been fixed.
  • Move AI Range Component
    The new Move AI Range component can be used to limit the random patrol area and/or move range of a combatant’s move AI.
    It needs to be selected by the Combatant Spawner or Add Combatant component that adds the combatant to the scene.
    Uses collider (used as trigger) to define the area.
    Learn more in the move AI documentation.
  • Animations
    You can now add multiple animations to an animation type.
    One of the defined animations will be used randomly. Your previous setup will be updated automatically.
  • Combatants: Animations
    Changes to how animations are set up for combatants.
    You can now add multiple animation settings to animations and battle overrides, allowing for a more modular animation setup.
    The default animations can either be completely replaced by individual combatants, or a combatant can add additional animation settings to it. The combatant’s own animations will be checked before the default animations, allowing it to override them.
    E.g. define a default animation setup for all combatants, allowing individual combatants to add or override them with their own animations.
    This requires a redo of your setup.
  • Equipment, Status Effects: Animations
    Equipment and status effects can now add multiple animation settings to override animations of combatants.
    You don’t have to enable overriding animations, just add animation settings if you want to use them.
    This requires a redo of your setup.
  • Formulas: Testing
    Improved displaying level range test results display, now using a spreadsheet-like style.
  • Status Values: Consumable: Barrier
    The optional barriers used by Consumable status values can now be bound to defined conditions.
    E.g. use MP as a barrier for HP when an MP shield status effect is applied.
  • Battle Grid Cells: Cell Events
    Cell events can now define if they’re used by the player, ally or enemy groups.
    Available in all cell event setups (e.g. battle grid cell type, individual grid cells, schematics).
  • Status Effects: End Chance
    The end chance (used when ending after turn start/end) is now optional and uses a float value selection (e.g. allowing to use a formula).
    This requires a redo of your setup.

Please Note!

Due to the changes to animation setups, you’ll need to redo it for combatants (default and individual overrides), equipment and status effects.

Due to the change to the status effect end chance, you’ll need to redo that setup as well (defaults now to not using a chance, i.e. 100% removal after the defined turns).

BETA 15

  • Bugfixes
    Everything that was reported before this release (November 16, 2021) has been fixed.
  • Formulas: Testing (Editor)
    Formulas can now perform multiple tests in the editor.
    Optionally use a level range instead of a defined level for the user and target combatants.
    Results will be listed for each user/target combination with the used levels.
  • Status Bonuses: Difficulty
    The separate Difficulty Check settings have been removed.
    They can be set up with the other conditions of the status bonuses.
  • Menu Requirements
    The Requirements have been renamed to Menu Requirements to better reflect their purpose.
    This requires you do redo the setup of individual requirements as well as their use in menu screens (and other parts).
  • Flying Texts
    The new Use Content Icon setting can be used to use the flying text content’s icon instead of a defined icon.
    E.g. uses the icon of a status effect (add effect flying text) or status value (damage/refresh flying texts).
    If the content doesn’t have an icon, the defined icon of the flying text will be used instead.

Please Note!

Due to the renaming of Requirements to Menu Requirements you’ll have to redo the setup of those requirements (and their use in menu screens).

BETA 14

  • Bugfixes
    Everything that was reported before this release (November 11, 2021) has been fixed.
  • Combatants, Classes: Equipment
    Changes to the equipment setup of combatants.
    The general settings now have a default equipment setup (equipment slots, equipable equipment) for all combatants.
    Classes can now optionally override the default equipment, combatants still can optionally override the class (and now also default) equipment.
    Additionally, the equipment slot setup has a toggle to use all slots instead of having to add each slot.
    The default setup for new equipment settings in combatants and classes is to use all slots and allow all equipment.
  • Combatants: Control Maps
    The general settings of combatants can now define control maps for all combatants.
    Individual combatants can add to the default control maps or completely replace them.
  • Combatants: Status Bonuses
    The general settings of combatants can now define status bonuses.
    Individual combatants can add to the default bonuses or completely replace them.
  • Status Bonuses
    The status bonuses now contain Auto Status EffectsAttack Status Effects and Defence Status Effects.
    This is used in status bonus templates and the individual custom bonuses in classes, combatants, equipment, passive abilities and status effects.
    These status effect settings where previously separate in those setups (classes, combatants, etc.) – due to the change you’ll have to redo the setup.
    This change allows to create templates for auto/attack/defence status effects via status bonus templates.
  • Classes, Combatants, Equipment, Passive Abilities, Status Effects: Difficulty Bonuses
    The optionaly difficulty check when using status bonus templates now offers a more advanced difficulty check.
    E.g. check if the difficulty is less than a defined difficulty, or between two defined difficulties.
    You’ll need to redo the difficulty checks in those bonuses if you used them.

Please Note!

Due to the changes of status bonuses (moving status effect changes into status bonuses), you’ll have to redo the status effect setup (auto, attack and defence effects) in classes, combatants, equipment, passive abilities and status effects.

Due to the changes in difficulty bonus checks you’ll have to redo that setup (when used) in classes, combatants, equipment, passive abilities and status effects.

BETA 13

  • Bugfixes
    Everything that was reported before this release (November 4, 2021) has been fixed.
  • Abilities, Items: Priority Action
    Abilities and items can optionally be set as a priority action, i.e. being used before other actions in battles.
    This has no impact on actions that are already performing.
    Multiple priority actions are ordered by their priority action value, higher value is used before lower value.
    Certain actions (e.g. death) are always highest priority or can be highest priority based on battle system settings (e.g. defend, escape).
  • Abilities, Items: Status Changes: Status Value
    Status value changes (use cost, user/target changes) now use a float value selection instead of being limited to value, random value, formula or other status value.
    Beside still offering the same functionality as before, this also opens up status value changes to come from a varienty of sources, e.g. directly using CSV values, variables, etc.
    This will require you to set up the change value for status value changes in abilities/items again.
  • Abilities, Items: Reuse
    New Custom reuse scope available.
    All abilities/items using the same reuse key will be blocked from use.
  • Target Settings, Battle Menus, Raycast Targeting (Abilities/Items): Combatant Highlights
    Game object color changes now support different fade options than just blinking, e.g. flash, fade in/out, etc.
    Also, due to setting convergence, the cursor object settings have to be redone as well.
  • String Values
    New Float Value type available.
    Uses a float value and formats it as text with a defined formatting.
    The float value uses a regular float value selection, i.e. supports formulas, variables, etc.
  • Bool, Int, Float, String Values: CSV
    The row/column key settings now use string value selections.
    This e.g. allows you to use a combatant’s level as a key to get a CSV value.
    Previous row/column key settings need to be redone.

Please Note!

Due to the changes in ability/item status value change settings the change value has to be set up again.

Due to the combatant highlight changes, the cursor and color highlights in target settings, battle menus and raycast targeting (abilities/items) has to be set up again.

Due to the CSV value row/column key changes, the keys have to be set up again.

BETA 12

  • Bugfixes
    Everything that was reported before this release (October 30, 2021) has been fixed.
  • Active Time Battles: Timebar Use
    The Timebar Use settings have been redone and now support using float value selections (e.g. formulas).
    There’s a now overall Default Timebar Use for all actions.
    Abilities/items overriding the default timebar use have also been updated to the new settings.
  • Passive Abilities
    Optionally allow passive abilities (useable in None) to be turned on or off via the new Passive State Type setting.
    Only enabled passive abilities will contribute to the combatant’s status.
    ‘Using’ passive abilities that can be toggled on/off will switch their state between enabled and disabled.
  • Menu Screens: Abilities
    Optionally use separate content layout for enabled or disabled passive abilities to visually represent their state.
  • Battle Menus: Ability
    The Ability battle menu option can now optionally display toggleable passive abilities, allowing the player to turn them on/off in battle.
  • HUDs: Shortcuts
    The Shortcut Slot Content component has new state changes for displaying toggleable passive abilities in their enabled or disabled state.
  • Schematic Nodes
    New Enable Passive Ability and Is Passive Ability Enabled nodes available.

Please Note!

Due to the Timebar Use settings changes you’ll need to redo your timebar use setup in any Active Time type battle system and abilities/items that override their timebar use.

BETA 11

  • Bugfixes
    Everything that was reported before this release (October 22, 2021) has been fixed.
  • Battle AI: Use Mode
    Battle AIs can now be used in two modes – either using the First Useable action or Queue actions in the combatant’s AI action queue.
    Using the queue allows the battle AI to continue and queue multiple actions.
    Action nodes can overrule the use mode (selected where you define which battle AI is used, e.g. in the combatant’s battle AI setup).
  • Number Formatting
    The number format settings (UI > Text Display Settings) and individual overrides (e.g. status values) can now use advanced number formatting options.
    E.g. you can manipulate the displayed value using a simple operation (e.g. divide by 10) or a formula.
    This allows you to e.g. have a status value be displayed as a float value, making e.g. 69 ATK to 6.9 ATK, or maniuplate it any other way you want.
    However, keep in mind that this is only affecting the displayed value (in texts), i.e. when using status values (e.g. in formulas), they still have their actual value.
  • Auto Machines, Auto Interactions: Notify Start Types
    Auto Machine components and all interaction components using the Auto start types can now add Notify Start types.
    I.e. you can start a machine or interaction automatically when defined changes occur, like variable or status changes of a combatant.
    You can also only react to specific changes, e.g. a float variable of a defined key changing or a defined item being added to the player’s inventory.
    The machine/interaction’s Condition Settings are still checked if the start can actually happen.
  • Unity Menu Access
    All Makinom editor options have been moved to: Window > Gaming Is Love
  • Button Content Layouts
    You can now define which icon to use, either the content’s icon or the content’s type icon.
    There are also fallback options in case there is no icon available (for content or type).

Please Note!

Due to the number formatting changes, all previous number formatting setup has been reset.

If you’re using number formatting overrides (e.g. in status values), you need to redo the settings, otherwise they can cause errors.

BETA 10

  • Bugfixes
    Everything that was reported before this release (October 7, 2021) has been fixed.
  • Abilities, Items: Status Changes
    Status changes has been changed from adding separate status value and status effect changes to a new, extensible system.
    You’ll have to redo all status changes in abilities and items, i.e. use costs, user changes and target changes.
  • Combatants, Move AIs: Movement Component
    The movement component setup has been moved from move AIs to combatants.
    The default setup for all combatants can be done in the general settings, each combatant can override the movement component.
  • Status Values: Consumable
    Consumable status values can use an optional Damage Limit and Refresh Limit.
    This will limit the maximum damage (negative change) or refresh (positive change) a status value can have.
    Like with barriers, status changes can optionally ignore the limits.
  • Status Effects: Status Value Changes
    Status value changes can now optionally use a chance to determine if they’re used.
  • Logs
    Adding new logs or updating them (new log texts of a log) can now display a notification.
    The default notifications are available in the (renamed) Game > Log Settings & Types, each log type and log can override them.

Please Note!

Due to the changes in status changes in abilities and items you’ll have to redo the setup of use costs, user changes and target changes.

Due to the changes in move AIs, you’ll have to redo the movement component setup (now set up in combatants and their general settings).

BETA 9

  • Bugfixes
    Everything that was reported before this release (September 30, 2021) has been fixed.
  • Bool, Int, Float, String Values: CSV
    Value selections now support values from CSV files. Can either be selected by row/column index, row key and column index, row index and column key or row/column key.
    Row key refers to the first column of a row, column key to the 1st row’s columns.
    CSV files can be kept loaded, otherwise they’ll be loaded each time the value is used.
    New schematic nodes also allow you to load and unload CSV files to be used by value selections.
  • UI Boxes: Inputs
    Input components (Unity UI module) can now override the UI box’s input schematics with custom ones (for select/accept input).
  • Battle Menus: Menu Screen
    Battle menus can now call menu screens via the new ‘Menu Screen’ battle menu item.
  • Menu Screens: Ability, Inventory, Inventory Container
    ‘Target Range’ setting replaces ‘On Screen Combatant’ setting.
    You can now use abilities and items either on the menu user, select a target from the menu user’s group (supporting not spawned combatants) or all possible targerts based on the ability/item setup (only spawned combatants).
    E.g. use ‘All’ target range and ‘Animate Use’ in combination with battle menus to integrate regular menu screens in battles.

BETA 8

  • Bugfixes
    Everything that was reported before this release (September 25, 2021) has been fixed.
  • UI Boxes, HUDs: Schematics
    Start schematics upon certain UI actions (e.g. open/close of a UI box or HUD, selecting/accepting an input, etc.).
    General settings (UI boxes, HUDs) can define default schematics for all, each UI box or HUD can override them.
    E.g. use this to animate opening/closing a UI, call actions on menu screens (e.g. ability of a button), etc.
    The UI (box/HUD) is available as selected data via the key ‘ui’, a potential content of an input (e.g. ability of a button) via the key ‘action’.
  • UI Box Selections
    All selection fields for UI boxes now offer options to replace the schematics with custom ones.
    Please note that this will reset all your UI box selections (except for those used by Makinom, i.e. dialogue nodes, save menus, etc.).
  • Input Key Selections
    Update to many input key selections to optionally play an UI sound (e.g. accept, cancel) or a custom audio clip when used.
    Please note that this will reset many of the input key selections (except for those used by Makinom).
  • New UI Nodes
    Change UI Color and Change UI Offset nodes available to manipulate UI boxes, HUDs and flying texts.
    The offset is in screen space (e.g. for flying texts, this will not change the position of the game object in the scene that’s used for placement).
  • Music Player
    The music player component now supports different start types (e.g. like an item collector).
    New Fade Out Play play type available – fades out the current clip and plays the new clip after fade out has finished.
    Please note that this will not automatically update them to Autostart (previous behaviour), i.e. you have to manually set it up.
  • Main Menu > Start Menu
    The Main Menu has been renamed to Start Menu – you’ll have to redo the setup.

Please Note!

There are many changes that’ll reset certain settings, e.g. UI box selections (menu screens, battle menus, etc.), input key selections and the complete start menu (previously main menu).

BETA 7

  • Bugfixes
    Everything that was reported before this release (September 2, 2021) has been fixed.
  • Item Collector: Box
    Changes to how item box content is managed (in the background) and also support for a single inventory container (slots).

Please Note!

Due to the changes in how item box content is managed, save games from previous BETA versions will not be compatible when containing item box data.

BETA 6

  • Bugfixes
    Everything that was reported before this release (August 18, 2021) has been fixed.
  • Inventory Containers
    A new, slot-based inventory feature is available.
    Enable the feature and set up inventory containers in Inventory > Inventory Containers, you can set up multiple containers and optionally limit the content that can be stored in it (e.g. items, equipment or based on item type).
    Items that are not stored in any container due to content limitations (e.g. item type not stored in any container) are added to the inventory as before. E.g. you can only use the slot inventory for items and equipment and keep currencies, crafting recipes and AI behaviours/rulesets separate without using inventory containers.
    Items that are not stored due to slot limits (i.e. no free slot available) will not be added to the inventory.
  • Menu Screens: Inventory Container Part
    New menu part to display inventory containers.
    Works similar to the regular Inventory menu part. Use advanced content display via Shortcut UI or shortcut HUDs directly placed on button prefabs.
    See the documentation on shortcuts in HUDs for details.
    To show inventory slots as a grid, use a Grid Layout Group in the UI box’s prefab setup.
    You can move, swap, merge and split items via drag+drop operations (merge/split need to be enabled via the drag+drop settings).
  • Menu Screens: Sub Menus: Sort
    New Sort sub menu item available.
    In Inventory Container menu parts it’ll sort the content of the container’s slots (and reassigns them).
    In others (e.g. Ability menu part) it’ll sort the displayed order (like changing the sorting via the menu screen’s Sorting Settings).
  • UI Input Color Changer
    Now uses the UI Input component instead of of a Selectable to monitor the input’s selected state in the UI box.
    New setting to combine disabled and selected state colors (when using color tint on the input’s selectable) to allow highlighting a disabled selected input in the UI box.

Please Note!

Due to the changes in how inventory content is managed, save games from previous BETA versions will not be compatible.

BETA 5

  • Bugfixes
    Everything that was reported before this release (July 30, 2021) has been fixed.
  • Content Layouts
    Add a HUD (template) or shortcut UI to content layouts (e.g. for buttons representing items in an inventory menu).
    Content layouts are no longer used by cancel, back, unequip, etc. buttons – only buttons listing content (e.g. item types, abilities) where you can’t directly define the button’s content.
    Many unneeded content layout settings have been removed (e.g. Button List menu part, where you already define the button’s content).
  • Descriptions
    Description setup in menu screens, battle menus and shop layouts have been updated.
    You’ll need to redo the setup if you where using some non-default setup.
  • Battle Menus
    Battle menus have been moved to UI > Battle Menus.
    There are also new (optional) custom content layouts in ability, item and shortcut battle menu items.

BETA 4

  • Bugfixes
    Everything that was reported before this release (July 27, 2021) has been fixed.
  • Menu Screens: Default Action, Sub Menus: Split
    The Split menu action allows splitting item stacks (after quantity selection).
  • Menu Screens: Inventory
    You can now split and merge item stacks via drag and drop (new settings in the drag/drop settings).
  • Menu Screens: General Settings: Menu Change Keys
    Optionally use input keys to change the active menu screen.
  • Unity UI: UI Box Components
    The new Unfocused Highlight setting allows you to disable color tint inputs from showing their highlighted state when the UI box isn’t focused.

BETA 3

  • Bugfixes
    Everything that was reported before this release (July 17, 2021) has been fixed.
  • Changes to Attack/Defence Modifier List HUDs
    Small change to the modifier list components.
    The setting now has defined, all and trait (strength, weakness, etc.) listings.
    Your previous setting will default to listing All modifiers.
  • UI Input Color Changer
    This new component (for Unity UI module) will handle color changes for inputs (e.g. when using inactive colors to mark an unfocused UI box).
    Use this component if you’re using Color Tint in your input components (e.g. Button).
    Can also color the child objects of the input, like text and icons with the input’s color tints.
    New inputs created using the context menu will automatically have this component attached, manually attach it to your previous prefabs to use it.
  • UI Setup Improvements
    Creating UI boxes, inputs and HUDs using the scene hierarchy context menu will now add UI Color Changer and UI Input Color Changer components.
    These components are needed to be able to use color fades (e.g. flashing a HUD or using inactive colors on UI boxes).

BETA 2

  • Bugfixes
    Everything that was reported before this release (July 13, 2021) has been fixed.
  • HUD Setup Improvements
    Some improvement to HUD creation via the scene hierarchy context menu.
    This includes better sizes as well as default setups (mainly quest HUD related).
  • Default Game States
    A new ORK project will now automatically add game states for In BattleIn Menu and In Shop.
  • Equpiment Parts > Equipment Slots
    Equipment parts have been renamed to equipment slots to better match the other, similar features (AI behaviour/ruleset slots, shortcut slots).
  • Equipment Part Set Templates > Equipment Slot Set Templates
    Equipment part set templates have also been renamed to equipment slot set templates.
  • Makinom 2.1.0 BETA 2
    Includes newer Makinom 2 BETA version (for some fixes).

Please Note!

Due to the renaming of the equipment parts to equipment slots, your previous equipment part setup will no longer be compatible.

Delete the Equipment Part and Equipment Part Set Template folders in Assets/Gaming Is Love/_Data/ in your Unity project.

You’ll have to redo the equipment slot setup from scratch, i.e. also including equipment slot set templates, the slot sets on the individual equipments as well as the class/combatant equipment setups or equipment slot changes from passive abilities, status effects or other equipment. You also have to select the new equipment slots in Equipment Viewer components.

The old equipment part schematic node will no longer be supported, so either redo the schematic or remove the unused (empty) node and replace it with the new equipment slot nodes.

BETA 1

Initial beta release. All shiny and new.

What’s new in ORK 3?

There are a lot of changes throughout the framework, however, most of the features and workflow are still the same as you (probably) know from ORK 2. The most significant change is ORK now being an extension for Makinom 2, taking advantage of all the new features, quality of life improvements and performance boost that came with it.

ORK Framework is still the same development tool and has the same use case and workflow as it had before. See some of the most noticeable changes below.

Extension for Makinom 2

As said, ORK 3 is now an extension for Makinom 2 – which probably sounds more complicated than it is. Makinom handles some basic features that where previously part of ORK (e.g. input keys), but they still work the same as in ORK 2.

Some of the changes you’ll notice:

  • ORK’s settings are now part of the Makinom editor: Window > Gaming Is Love > Makinom or CTRL/CMD+M
  • Modernized editor with searchable popups, the foldout jumplist (for quick navigation within settings) and many more quality of life improvements.
    Best check out the documentation on Makinom’s editor and the improved node editor.
  • ORK’s event system has been completely replaced by Makinom’s schematics.
    Schematics work mostly the same as the event system, but are a lot more powerful and offer more functionality.
    See the documentation on schematics for details.
  • Individual data (e.g. combatants, items, etc.) are now stored in separate assets instead of a huge single project asset.
  • New way of handling languages, allowing easy export/import.
    See the documentation on languages for details.

Makinom’s editor structure is similar to ORK 2’s editor, i.e. separated into different sections and sub-sections.

You can learn more about other features of Makinom 2 in it’s documentation. If you’ve already worked with ORK 2, you’ll probably be able to quickly adjust to the new editor, since it basically works the same as before – and things like input keys, variables or formulas are still the same, even if they’re now provided by Makinom 2.

UI System

The UI system has been completely remade in Makinom 2 – and this means it’ll also be completely new in ORK 3. There are still UI boxes (GUI boxes in ORK 2) and HUDs, but you’ll now set them up differently, based on which UI module you’re using.

For now, there’s only an UI module for the Unity UI available (and already included), i.e. the legacy GUI has been dropped completely. In Unity UI, you’ll set up your UI boxes and HUDs in the scene view and create prefabs out of them.
Using the Unity UI requires the Text Mesh Pro package and Unity UI package (when using Unity 2019.3 or newer).

There are a lot of quick setup shortcuts available in the context menu of the scene hierarchy to make the setup fast and easier.

Learn more about Makinom 2’s new UI system in this documentation, or the Unity UI module in this documentation.

Displaying Info/Title Content

You’ll often want to display some info content, e.g. use costs in battle menus or quantities in item menus, etc.
In the new UI system, this is handled by additional content that’s added to the buttons. The default setup in the editor usually already has that set up where it’s used (e.g. the battle menu), but it also has to be added to the button prefab used to display the choice.

The context menu has a quick setup for such a button: Makinom > UI Box > Input > Choice Info Button

For title buttons (e.g. in ORK 2 used by the equipment menus to display the equipment part in front of the button) it’s the same. The context menu quick setup: Makinom > UI Box > Input Choice Title Button

Schematics replacing Event System

Makinom’s schematics work pretty much the same as ORK 2’s event system, so the transition should be pretty easy. However, there are no longer separate event types for game events, battle events, etc. – they’re all just schematics.

This means that there are no longer special actors automatically used like they where in battle events or battle start/end events, but you sometimes have to manually add them as actors to the schematic. ORK 3 adds a bunch of new actor types to Makinom 2 to e.g. quickly access all enemies in battle, etc.

Schematics also automatically have some actors/objects available, especially the Machine Object and the Starting Object.

Replacing Battle Events

In battle events, the User is now the Machine Object, the Target is the Starting Object.

Replacing Battle Start/End Events

You need to manually add player group and enemy group participating in the battle as actors – using the Player (Battle) and Enemy (Battle) actor types.

Replacing Phase Events

The combatants starting or ending their phase are avaialble as Machine Object.

Battle System

The overall battle systems (turn based, active time, real time and phase) are still around as you know them, but you can now set up different variants!

In Battles > Battle System you can set up different battle systems, while you can select the default battle system in the General Settings of the same sub-section.

Battles in your scene will use the default battle system (unless the component replaces it with a different one), i.e. it’s easy to switch out battle systems if you want to test new things.

Value Fields

Beside the searchable popups, the value fields (for float, bool and string values) now also have some easy to use combatant-related values available.

E.g. you can directly use a status value or the name of a combatant as value.

Settings Changes

There’s been a lot of changes and shuffling around in the countless settings of ORK 2, both moving sub-sections around as well as individual small settings within sub-sections.

I’ll only focus on the bigger changes here, you should be able to quickly find the settings you’re looking for due to the new, tidied settings structure.

Removed Settings

Some settings have been removed completely, but no functionality has been lost at all.

Things where only removed due to offering the same functionality as other features (e.g. ability trees vs research trees) or if they added too much features where they where not needed (e.g. items/abilities changing random battle factor, can be handled via schematics).

Game > Colors

No longer available.

Colors are now directly selected via regular color fields, use Unity’s own functionality to store different colors for reuse.

Status > Abilities

Beside a lot of reshufling of settings, some features have been removed from abilities to make the settings less cluttered – e.g. changing the random battle factor or the target’s class and other features that probably haven’t been used in 99.9% of use cases.

All the functionality can still be used via schematics.

Status > Ability Trees

Ability trees and all related features (e.g. menu screen part, event nodes) have been removed.

Use Combatant > Research Trees instead, they offer the same functionality with even more features.

Inventory > Items

Beside a lot of reshufling of settings, some features have been removed from abilities to make the settings less cluttered – e.g. changing the random battle factor or the target’s class and other features that probably haven’t been used in 99.9% of use cases.

All the functionality can still be used via schematics.

Moved Settings

Some of ORK 2’s functionality has been completely replaced by Makinom 2’s counterpart, but they’re only listed here if they’re now found in a different section, e.g. input keys are still found where they where (Base/Control > Input Keys).

The World section is completely gone, though – the content has been moved to different other sections, mostly to the Game section. Also, the Battle System section has been renamed to Battles.

Obviously, due to the event system being replaced by schematics, the Events section is now replaced by Makinom’s Schematics section.

Base/Control > Game Controls

ORK’s game control settings are part of Makinom’s Base/Control > Game Control settings.

Base/Control > Animation Types

The Default Animation Types settings are now available in the General Settings.

Base/Control > Variable Condition Templates

Replaced by Makinom’s Templates > Variable Condition Templates.

Base/Control > Status Requirement Templates

Moved to Templates > Status Condition Templates.

Game > Game Settings

ORK’s game settings are part of Makinom’s Game > Game Settings.

The Area Settings have been moved to Game > Area Settings & Types, available as the General Settings of this sub-section.

Game > Requirements

Moved to Templates > Requirements.

Game > Console Types

Moved to UI > Console Settings & Types.

Game > Console Settings

Moved to UI > Console Settings & Types, available as the General Settings of this sub-section.

Game > Quest Settings

Combined with Quest Types to Game > Quest Settings & Types, available as the General Settings of this sub-section.

Game > Quest Types

Combined with Quest Settings to Game > Quest Settings & Types.

World > Scene Connections

Replaced by Makinom’s Game > Scene Connections.

World > Camera Positions

Replaced by Makinom’s Game > Camera Positions.

World > Music

Replaced by Makinom’s Game > Music.

World > Global Events

Replaced by Makinom’s Base/Control > Global Machines.

World > Area Types

Moved to Game > Area Settings & Types.

World > Areas

Moved to Game > Areas.

World > Teleports

Moved to Game > Teleports.

World > Shop Layouts

Moved to UI > Shop Layouts.

World > Shops

Moved to Inventory > Shops.

World > Log Types

Moved to Game > Log Types.

World > Logs

Moved to Game > Logs.

World > Log Texts

Moved to Game > Log Texts.

World > Scene Object Types

Replaced by Makinom’s Game > Scene Object Types.

World > Scene Objects

Replaced by Makinom’s Game > Scene Objects.

Status > Attack Attributes

Renamed to Status > Attack Modifiers.

Status > Defence Attributes

Renamed to Status > Defence Modifiers.

Status > Status Bonuses

Moved to Templates > Status Bonuses.

Inventory > Inventory Settings

The Default Recipe Layout and Crafting Notification settings have been moved to Inventory > Crafting Settings & Types, available as General Settings of this sub-section.

Inventory > Equipment Parts

Renamed to Inventory > Equipment Slots.

Inventory > Weapons/Armors

Weapons and armors have been combined to Inventory > Equipment.

There’s no longer a distinction between them, e.g. a shield can also override the wearer’s base attack.

Inventory > Crafting Types

Combined with some crafting settings to Inventory > Crafting Settings & Types.

Combatant > Faction Sympathy

Moved to the General Settings of Combatant > Factions.

Combatant > AI Types

Moved to Inventory > AI Types.

Combatant > AI Behaviours

Moved to Inventory > AI Behaviours.

Combatant > AI Rulesets

Moved to Inventory > AI Rulesets.

Battle System > Battle Settings

Moved to the General Settings of Battles > Battle System.

The Combatant Settings have been moved to the General Settings of Combatants > Combatants.

Battle System > Field Mode

Moved to the General Settings of Battles > Battle System.

Battle System > Turn Based Battles/Active Time Battles/Real Time Battles/Phase Battles

Replaced by Battles > Battle System.

You can now set up different variants of the 4 battle system types. The default battle system that will be used is defined in the General Settings of Battles > Battle System. Individual battle components can optionally use a different battle system, reducing the needed setup and making it easier to switch out battle systems.

Battle System > Battle Menus

Moved to UI > Battle Menus.

Battle System > Battle Range Templates

Moved to Templates > Battle Range Templates.

Battle System > Battle Grid Cell Types

Renamed to Battles > Grid Cell Types.

Battle System > Battle Grid Formations

Renamed to Battles > Grid Formations.

Menus > Menu Settings

Replaced by Makinom’s UI > UI System and UI > UI Settings.

The Menu Backgrounds settings have been moved to the General Settings of UI > Menu Screens.

The Shop Backgrounds settings have been moved to the General Settings of UI > Shop Layouts.

The Save Backgrounds settings have been moved to UI > Save Game Settings.

The Default Combatant Selections settings have been moved to the General Settings of UI > Combatant Selections.

The Default Quantity Selections settings have been moved to the General Settings of UI > Quantity Selections.

Menus > Main Menu

Moved to UI > Start Menu.

Menus > Save Game Menu

Replaced by Makinom’s UI > Save Game Settings.

ORK’s save options are also available there.

Menus > GUI Layers

Replaced by Makinom’s UI > UI Layers.

Menus > GUI Layouts

Replaced by Makinom’s UI > UI Layouts.

Menus > GUI Boxes

Replaced by Makinom’s UI > UI Boxes.

Menus > HUDs

Replaced by Makinom’s UI > HUDs.

ORK’s HUD types are available there.

Menus > Menu Screens

Moved to UI > Menu Screens.

Menus > Combatant Selections

Moved to UI > Combatant Selections.

Menus > Quantity Selections

Moved to UI > Quantity Selections.

Menus > Text Display Settings

Moved to UI > Text Display Settings.

Menus > Shortcut Settings

Moved to UI > Shortcut Settings.

Menus > Cursor Settings

Moved to UI > Cursor Settings.

Menus > Text Codes

Replaced by Makinom’s UI > Text Codes.

Other changes

To make things easier, there are now a lot more default settings available to reduce the amount of things you need to set up.

UI > Shortcut Settings

Due to the changes to the UI system, the shortcut layouts have been replaced by a new system, Shortcut UI settings.

The shortcut settings define the default shortcut UI, each item, ability, etc. can add/replace the default settings. You can also set up different shortcut UIs via Key Setups, which combine a UI key with a shorcut UI setup. E.g. you can set up different styles on how to present an item, ability, etc. based on where it’s used, like in different HUDs or menu screens – a shortcut slot HUD displaying different content than a menu screen’s button.

When using the Unity UI module, the shortcut UI is defined via prefabs that contain the HUD setup (components). The root game object should have a HUD Content Provider component attached, which is responsible for distributing the information to other content components on the prefab. The scene hierarchy context menu offers quick setups for this, e.g.: ORK Framework > HUD > Shortcut > Shortcut Content+Info (for prefabs)

Templates > Equipment Part Set Templates

This new sub-section allows you to create templates for equipment part sets, i.e. which equipment parts will be occupied, blocked or hidden (Equipment Viewer) by an equipment.

Status > Status Values

Value bars have been replaced by a similar system like the Shortcut UI setup, i.e. you can define different UI setups via UI keys.

The default Status Value UI setup is defined in UI > UI Settings, each status value can add/replace it with custom setup.

HUDs can use this to display differently styled UI representations for status values.

Status > Status Effects

Status effects also have a similar system like the Shortcut UI setup, i.e. you can define different UI setups via UI keys.

The default Status Effect UI setup is defined in UI > UI Settings, each status effect can add/replace it with custom setup.

HUDs can use this to display differently styled UI representations for status effects.

Status > Status Developments

You no longer have to set up a status development for all Normal and Experience type status values. Rather, you can just set up those you want to have a development.

Combatants can combine status development and defined values – if the combatant’s status development has a status value added to it, it’ll handle the status value, otherwise the start value will come from either the combatant’s defined start values (if set up) or from the status value’s default start value.

Status > Attack/Defence Modifiers

As stated above, attack/defence attributes have been renamed to attack modifiers and defence modifiers. The functionality remains the same.

Also, the sub-attributes are now just named attribute – e.g. Element being the attack modifier and Fire the attribute that will be used.

Inventory > Inventory Settings

The inventory settings offer more default settings, e.g. for inventory space (of an individual item) and a default item prefab (also used by equipment, crafting recipes, etc.).

Inventory > Equipment Slots

As stated above, equipment parts have been renamed to equipment slots. The functionality remains the same.

You can now define content to display for an empty or unavailable equipment part (used by menu screens).

Inventory > AI Behaviours/AI Rulesets

The General Settings allow you to define content for the behaviour/ruleset slots that are displayed by menu screens.

Combatants > Combatants

The new General Settings of this sub-section offer a lot of default settings that are used by all combatants. Individual combatants can optionally override or extend the default settings. E.g. the base/counter attack, AI setup or defining default loot (and much more).

This also includes combatant-related settings that where previously defined in Battle System > Battle Settings, e.g. the Default Battle Animations.

Combatant’s often share the same setup, so this’ll reduce the large amount of setup you need to do.