11/07/2010

ORK Okashi RPG Kit proudly released!

I'm proud to announce - it is done!

ORK Okash RPG Kit, a role playing game development kit for the Unity Game Development Tool is now officially released.

Visit rpg-kit.com for details. You'll find a small overview of ORKs features, the complete (and massive) documentation and, naturally, the shop with informations on the licences and prices.

Cheers!

11/05/2010

ORK: Release on November 7, 2010

Spread the word :D

And don't forget to try the small demo RPG created with ORK - the Okashi RPG Kit for Unity:
http://www.rpg-kit.com

Be ready for the release this Sunday, November 7, 2010 ... including detailed documentation!
Just a small note on the prices - expect around 100 euros for a single indie developer licence, details on Sunday.

Cheers~

11/02/2010

ORK: Okashi RPG Kit for Unity - Demo

It took me longer than expected to finish the demo game (kids, trips, etc. :D) - but you can try it now!

Go to rpg-kit.com to download the standalone demo (for Windows or Mac).
This small RPG shows the key features of ORK (short for Okashi RPG Kit for Unity), including ingame events (dialogues, etc.), battle system (the demo uses the active time settings), etc. - even a simple camera system based on game events was implemented in the town area of the game.
Every gameplay aspect of the demo was created using ORK - so try it out and drop me a line!

The release of the actual RPG Kit will be this weekend - all I have to do is finish the documentation ... so many pages to write :D

10/22/2010

... real soon!

The development of the base RPG Kit for Unity has already been completed. I'm currently busy setting up a demo game created with the kit and writing the documentation.

The kit is officially named ORK, short for Okashi RPG Kit ... since my company is named Okashi Itsumo :D
I was really happy to see that http://rpg-kit.com was still available, so you'll find the information about the kit, the demo game and the documentation stuff there ... once it's done.

The release will be this weekend - maybe Saturday, maybe Sunday ... as soon as its done!

Cheers!

10/24/2010
Ok, I didn't had as much time as I needed yesterday ... so I have to delay the release till Tuesday. It's the fault of this young lady here :D

10/26/2010
Sorry, I have to delay the release again - there are just too many features that need to be explained and documented. New release date is Monday next week, but I'll make the demo game available as soon as it is finished!

10/29/10
Kinda ran out of time; going on a short trip this weekend, so the demo is delayed till next week, hope I get everything done till Monday ...

10/11/2010

RPG Kit – Coming soon

I've been hard working on the RPG Kit for Unity, so I kinda had no time to post about it …

But the good news is: it's nearly done! I'm currently implementing the last (small) things – afterwards documentation and example projects.
The base kit now contains far more features than I had originally planned, but will still lack some things like a shop editor or a menu editor. Those things will come before the end of the year (or you can code them yourself if you want to – the documentation will contain how to access the needed information).

Nevertheless the RPG Kit for Unity is feature packed:

  • Complete (RPG) project management:
    Items, skills, equipment, characters, enemies, etc.
  • Event editor:
    Dialogues, choice dialogues, cinematic camera controls, actor movements, party functions, animations, audio, etc. – use more than 70 different event controls to create typical RPG events; cinematic and reusable
  • Battle system:
    Complete and complex – but easy to set up; turn based or active time; comes with an animation editor (like event editor) to set up complex battle animations with cinematic camera moves, etc.
  • Music editor:
    Define your tracks and give them individual loop points (e.g. first loop from 1:20 to 0:40, second loop from 2:30 to 1:30, etc.); use the defined music for events, battles, etc.; fade in/out, fade from one track to another;
  • Reusability:
    Define dialogue and camera positions in an editor and use them where you need them – events, battles, etc.; Reuse events wherever you want, just add an event to a game object and set up which objects/prefabs/sounds to use, make it dependent to game variables (which can be set in events, etc.)
  • Area names:
    Set up names for areas in your game and automatically display when you enter a new one; easy to set up and …
  • Multilingual:
    The RPG Kit for Unity enables you to develop everything in as many languages as you want; set up the languages in the Project Editor; define every name of a skill, item, character, enemy, dialogue texts, …, everything in every defined language. The RPG Kit will display every text in the currently selected language. (at a later point there will be language exporting/importing to allow easy expansion without having to change everything in the editors).

I think that's pretty much everything that will be in the base kit – of course it will come with ready to use prefabs where possible.
The release will be in 1-2 weeks – maybe already this weekend (October 15 or 16), but I can't guarantee it, since there is a lot of stuff to document.

So, that's it for now – I'll be back once it's done :D
Oh, and follow me on twitter, if you want current development infos!

8/20/2010

RPG Kit for Unity – Part 2

For now the Battle System Editor is finished (animation and particle effect implementations will follow shortly) – and I'm working on a release of the RPG Kit in September (end). This release won't have the full features I was aiming at, but the rest will follow when it's done.

September's release will include:

  • Project Editor:
    Allows to fully set up your projects data (status values, status effects, elements, items, skills, enemies, characters, etc.)
  • Battle System Editor:
    Set up your battle system (turn based or active time; real time will be implemented in the future), including battle menu, battle HUD and a text based test battle system.
  • Area Name Editor:
    Define multilingual names (languages can be set up in the Project Editor) to be used in scenes to set the current area name the player/party is located.
  • Camera Position Editor:
    This editor is used to define a cameras position, rotation and field of view for later use (e.g. in the Event Editor for cinematic camera controls). The position is relative to the position of a game object (or a child) and can be defined in local space or world space – and to look at the game object.
  • Event Editor:
    The Event Editor allows easy event creation (dialogues, party management, camera control, add/remove/check items/equipment/money, etc.), but will have limited functionality in this release (only the crucial things). More about the event system of the RPG kit will follow in the next post.

I'll work hard on finishing this release of the RPG kit as soon as possible – so stay tuned!

8/01/2010

RPG Kit for Unity: Formulas

While the work on the battle system part of the RPG kit improves, I want to give you an understanding of one of the key features of the kit:

The power of formulas
Formulas are used to calculate hit chances of skills, weapons or enemies, skill damage, the effect of items (e.g. on status values) or to determine the order of actions in the battle system, escape chances, counter attack chances, etc.

As you can see, formulas are used in nearly every major aspect of an RPG. Normally you would have to code your formulas yourself whenever you need it …
But in the RPG kit for Unity, formulas can be done much easier – you simply put them together in the Project Editor and then use them whenever you need it.



Formula creation


Formulas are organized in steps, every step has a value and an operator (add, sub, multiply, divide and done – this finishes the calculation). The value can be:

  • A value: type in the number you want to calculate with
  • A status value: select a status value of the user or target used for the calculation
  • A formula: use a formula you already created within another formula
  • A random number: define minimum and maximum of the random pool

The operator determines how the next step should interact with the current value of the formula. By using formulas within a formula it is very easy to create complex calculations. To see if your formula works the way you want, you can test it right away – just define the status values for user and target and click the test button.

That's it for now, stay tuned …