ORK Framework - The complete RPG Engine for Unity 5

November 5, 2021: ORK Framework 2.34.0 released

1484929--82495--$ork_framework.png

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ORK Framework released

After more than a year in development, ORK Framework is finally officially released. My thanks to the hundreds of beta testers out there (and on a side note, please follow this how-to when updating your beta project)!
ORK Framework (aka ORK 2) is the 2nd version of >ORK Okashi RPG Kit<.

What is ORK Framework?

Simply put, this editor extension is a highly flexible, all-in-one solution to create RPGs, action adventures and other related games.
Without any coding.

Features

Some of the countless features:

  • 4 different battle systems (Turn Based, Active Time, Real Time and Phase battles), all 4 systems can be used in the same game, you can even change the system type while in battle.
  • Fully customizable status system (status values, status effects, attack/defence attributes).
  • Powerful, node-based event system, used for cut scenes, battle animations, quests, dialogues, custom game logic or creating whole new systems in your game (e.g. calendar system).
  • Quest system with automatic progress monitoring, fully integrated into menus, HUDs and event system.
  • Bestiary system to learn status information about encountered enemies
  • Ability system, separable in ability types.
  • Item system, also separable in item types.
  • Equipment system with equipment parts (e.g. left hand, right hand, head, etc.), separable in item types; the equipment viewer can display a combatant’s equipment in the scene.
  • Crafting system, also separable in crafting types.
  • Formula system (node-based) to calculate stuff (hit chance, attack damage, etc.) - use all kinds of values (status, variables, distances, angles, etc.).
  • Combatants, classes, groups (parties) and factions.
  • Battle AI system (node-based).
  • Save game system.
  • Menu system, shop system, HUDs, …
  • Multi-currency system.
  • Supports multiple languages.
  • Items can be dropped back into the game world (and optionally remembered for later pick-up when leaving the scene or saving the game).
  • Easy scene setup with the ORK Scene Wizard.
  • Code access to gameplay related things (editor and core functionality remain closed source).
  • Plugin system
  • >Lot’s of other stuff<

Supported Platforms

The following platforms are officially supported:

  • Windows
  • Mac
  • Web Player
  • Android
  • iOS

There are also projects in development on WiiU, BlackBerry, Windows Phone and other platforms, but due to lack of testing it myself I can’t officially support them. Contact me if you need a special version or have a problem on a platform!

Try it out!

You can try ORK Framework for free with the limited version!
The limited version includes all features, but is limited in terms of data quantity that can be created (e.g. you can only create 10 items).

Download the free version >here<.

There’s also a demo project available >here<, and a WebPlayer demo can be found >here<.

Tutorials

There’s already a bunch of tutorials available >here<.

Tutorials are separated into >How-Tos< (covering specific features), >Game Tutorials< and >Gameplay Tutorials<.
The game tutorials cover creating a complete (small) game with ORK Framework, from start to finish. The gameplay tutorials focus on different gameplay mechanics you might want to use in your game.

I’d recommend starting with the game tutorials to learn using ORK Framework.

Documentation

Every single setting is documented right in the ORK Framework editor.
Simply hover the mouse over a setting and the info/help text will be displayed in the lower left corner of the editor (you can change this behaviour in Editor > Editor Settings).
There’s currently no external documentation available.

Support

You can find help in the >ORK Community forum< or by contacting me directly at contact@orkframework.com.

Buy ORK Framework

ORK Framework is available for >EUR 80 in my shop< and for >$ 100 in the Asset Store<.

If you already own ORK 1 and the Menu/Shop Extension, you can get a free ugprade to ORK Framework. Please send me your order/invoice numbers to contact@orkframework.com.
Those who already had full access to the ORK Framework beta will receive their update via email shortly!

And, like it’s been with ORK 1, updates are on the house!
If you’re missing any feature, just let me know - either in the >feature request thread< or contact me directly.

Latest Version: 2.34.0

See the full release notes.
The latest version supports Unity 5.6, Unity 2017 and Unity 2018/2019/2020/2021.

Please note: Due to the Asset Store no longer allowing uploads below Unity 2019, you’ll remain on ORK 2.33.0 when using Unity 2018 or lower. Contact me via email (including your order number) to receive the latest version for Unity 5.6, 2017 or 2018).

Update Policy

Purchasing ORK Framework grants you access to updates for 1 year. Read more about ORK’s update policy here.

Timelapse Videos of Game Tutorials

Screenshots

The event editor:
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Game controls:
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Combatants:
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The faction sympathy matrix:
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Status values:

Want to see more?
Just >download< ORK Framework and try it out! I’d recommend starting with the >game tutorials<.
Or try the >demo<!

Sweet! Please tell me that I can use it in a 2d enviroment too???!???

@Devision4
Sure thing!
There’s already a project in the making using ORK Framework for a 2D RPG - called >Dead Gear<.
Although I think it uses a 3rd party 2D solution :slight_smile:

A new thread, ahh I can almost smell the fresh scent.
I feel so proud to be a part of ORK.
Keep it up, GiL!

Will you make a new demo with ORK 2 to feature also the new things from the update?

@Shadow_Fire
Yeah, it’s all so fresh and new, after 3000+ posts in the old thread :smile:

@RandAlThor
There’s already a simple demo available >here< using ORK Framework.
The demo will be updated once the >Game Tutorials< have some more stuff in them.

Congrats on the release, GiL!
An excellent framework that will only get better. :smile:

so are there plans to integrate UMA into this framework ?

I don’t think his answer has changed much in the last couple times you’ve asked. :stuck_out_tongue:

There’s much bigger fish to fry for now, like the WYSIWYG HUD/GUI stuff.

The plan

Well, with the official release done and done, what’s the game plane from here on?

First, let’s be clear - that’s not the end of the road, there’s still a lot of new features, big and small, to be done.
I’ll spend the next 2-3 weeks mostly giving support and writing tutorials - after that it’s back to pumping out new features.

One of the next big things to come will be a WYSIWYG editor for things like GUI boxes and HUDs!

@cynel
Yup, there’re plans for that, but it’s still a few month until then :slight_smile:

@Kirb
Hope the new child object stuff in the event system is to your liking :smile:

sorry for asking that much im just so eager to see UMA being used in a framework like this.

Very much so!
Also with the new transform check, my character can actually attack to the left now without messing with global events, hah.

Thanks a ton for the updates. :smile:

I’ll be starting with the quest tutorials today (in the game tutorial series) - everything about (quest) logs, game variables and events.

@Kirbychwan
You’re welcome :slight_smile:

When you are done with the general tutorials, could you please make a tutorial how to use the framework in a 2d enviroment? Thank you!

Sure, I’m eager to try the new 2D stuff out myself :smile:
As far as I’ve seen, there shouldn’t be that much difference to 3D when using ORK, you’d only have prefabs with 2D game objects instead of 3D.

The framework works the same regardless of the environment; but you’ll need to rely on your own ingenuity/ custom code / 2D frameworks for character controls, camera etc. For the record, I’d recommend 2Dtk; but I haven’t really messed with Unity’s new sprite system.

New how-to

And here’s a new how-to on >Logs<.
Learn what they are and how you can use them :slight_smile:

Edit:

New game tutorial

The newest game tutorial also covers logs - a practical use for our first quest: >click<
Well add a log for our quest (consisting of multiple log texts), a new quest log menu screen and a quest item.

The next game tutorial will continue with our first quest, creating the actual quest events :slight_smile:

And the next game tutorial

This time it’s more complex one: >The Quest Events<
Adding the actual quest using game events and game variables.

The next game tutorial will cover saving the game.

Meanwhile I’ve already started working on version 2.0.1.
Just some small stuff, like optionally inverting the log text order, and the navigation history hot-keys will change - they kinda interfere with text editing…

Important update to the last tutorial: Game variable keys can’t contain spaces :slight_smile:

New game tutorial

Since we have stuff like battles and a quest in our game, it’s time to look at >Saving the game<
Setting up the save menus and what’ll be saved in a save game, and adding a save point to the game.

The next game tutorial will cover shops.

GiL, the final IK packages have just come out.

http://forum.unity3d.com/threads/222685-FINAL-IK-Full-Body-IK-Aim-Look-At-FABRIK-CCD-IK-BETA-RELEASED

Can you take a quick look at it and see if Ork is compatible with it?