1.ORK Framework 3介紹
因?yàn)橘I(mǎi)了這個(gè)插件,卻發(fā)現(xiàn)學(xué)習(xí)資源相當(dāng)難找,決定做一份中英對(duì)照的文檔,幫助自己以及需要的同學(xué)們。
A short introduction to ORK Framework 3’s features.
一個(gè)ORK3的特性簡(jiǎn)介。
What is ORK Framework? 什么是ORK框架?
ORK Framework is an RPG development tool for . It’s powerful and flexible features allow you to create any kind of role playing game, regardless of it being 3D or 2D, using turn based, active time, real time or phase battles (battle grids are also supported). You don’t eveb need to write a single line of code!
ORK框架是一個(gè)RPG開(kāi)發(fā)工具。它的強(qiáng)大和靈活的功能允許您創(chuàng)建任何類(lèi)型的角色扮演游戲,無(wú)論是3D或2D,使用回合制,即時(shí)戰(zhàn)斗或階段戰(zhàn)斗(戰(zhàn)斗網(wǎng)格也支持)。你甚至不需要寫(xiě)一行代碼!
ORK 3 is an extension for Makinom 2, i.e. it requires Makinom 2 to work. ORK 3 already comes with a compatible version of Makinom 2 included.
ORK 3是MK2的擴(kuò)展,它需要MK2才能工作。ORK3已經(jīng)包含了MK2的兼容版本。
ORK3 is currently available as a BETa version. Check out the page for the latest version and new features.
ORK3目前有測(cè)試版。查看最新版本和新功能的頁(yè)面。
?MK2可視化編輯器
is an editor extesion for the . It’s a powerful and flexible general-purpose game development toolkit, allowing you to create game controls, game mechanics or interactions with your game world without writing a single line of code.
是的unity的編輯器擴(kuò)展。這是一個(gè)強(qiáng)大而靈活的通用游戲開(kāi)發(fā)工具包,允許您創(chuàng)建游戲控制、創(chuàng)建游戲機(jī)制或折與您的游戲世界的互動(dòng),而無(wú)需編寫(xiě)一行代碼?!緭?jù)說(shuō)是比playmaker更加適合小白入坑的編輯器】
Learn more about Makinom and it’s features in it’s .
在中了解更多關(guān)于Makinom及其特性的信息.
對(duì)unity引擎的版本支持
ORK Framework and Makinom currently supports any Unity version since Unity 2019. It’s recommended to stick to Unity’s LTS (long-term support) versions, e.g. Unity 2019.4.
ORK框架和Makinom目前支持Unity 2019以后的任何Unity版本。建議堅(jiān)持使用Unity的LTS(長(zhǎng)期支持)版本,例如Unity 2019.4。
When a new Unity version is released, it might contain changes that break compatibility with the current ORK Framework or Makinom version. This’ll usually be fixed with a new version within a few weeks after Unity’s release. There’s no official support for Unity’s alpha or BETa versions.
當(dāng)一個(gè)新的Unity版本發(fā)布時(shí),它可能包含與當(dāng)前ORK框架或Makinom版本不兼容的變化。這通常會(huì)在Unity發(fā)布后的幾周內(nèi)用新版本修復(fù)。Unity的alpha版和BETa版都沒(méi)有官方支持。
Some extensions to ORK Framework or Makinom (e.g. UI modules or plugins) might require certain packages to be installed in the project, e.g. using the requires using Unity UI and TextMesh Pro packages.
ORK框架或Makinom的一些擴(kuò)展(例如UI模塊或插件)可能需要在項(xiàng)目中安裝某些包,例如使用需要使用Unity用戶(hù)界面和TextMesh Pro包裹。
支持的平臺(tái)
ORK Framework officially supports the following build targets:
ORK框架支持以下平臺(tái):
PC Standalone ? PC電腦
Mac Standalone Mac電腦
Android 安卓
iOS 蘋(píng)果
Since ORK Framework’s and Makinom’s features are implemented using basic/cross-platform APIs, it’ll most likely also work on other platforms (e.g. Nintendo Switch and other consoles), but they’re untested.
由于ORK框架和Makinom的功能是使用跨平臺(tái)API實(shí)現(xiàn)的,它可能也適用于其他平臺(tái)(例如任天堂Switch和其他控制臺(tái)),但它們未經(jīng)測(cè)試。
特征
Before getting into the details in the following documents, let’s get a quick overview over some of ORK Framework’s core features.
在進(jìn)入以下文檔的細(xì)節(jié)之前,讓我們快速了解一下ORK框架的一些核心特性。
ORK Framework also builds upon many of Makinom 2’s features, e.g. , , and .
ORK框架也建立在MK2的許多特性之上,例如, , 和.
Status System 狀態(tài)系統(tǒng)
ORK’s status system allows you to set up the rules of your RPG to your liking.
ORK的狀態(tài)系統(tǒng)允許你根據(jù)自己的喜好設(shè)置游戲規(guī)則。
狀態(tài)值
Status values are used for any kind of numerical value attached to a combatant – e.g. health/HP, mana/MP, strength, agility or experience. They’re generally separated into 3 categories:
狀態(tài)值用于戰(zhàn)斗人員的各種數(shù)值,如生命值/HP、法力值/MP、力量、敏捷或經(jīng)驗(yàn)。它們通常分為三類(lèi):
Normal 常規(guī)Regular status values for things like MaxHP, strength or any other straightforward numerical value.
常規(guī)狀態(tài)值,如最大生命值、強(qiáng)度或任何其他簡(jiǎn)單的數(shù)值。
Consumable 消耗品For your health, mana or any other kind of status that can be changed e.g. via attacks or using actions.They use other Normal type status values to define their maximum value and can also be used as barriers for other Consumable type status values.
對(duì)于游戲角色的健康,法力或任何其他類(lèi)型的狀態(tài),可以改變,例如通過(guò)攻擊或使用行動(dòng)。他們可以通過(guò)常規(guī)狀態(tài)輸入數(shù)值以定義其最大值,也可用作修改消耗品的數(shù)值。
Experience 經(jīng)驗(yàn)For anything experience related, from regular exp to level up to points you can spend on gaining new abilities or increasing your stats.
對(duì)于任何與經(jīng)驗(yàn)相關(guān)的東西,從常規(guī)經(jīng)驗(yàn)值到升級(jí)到你可以用來(lái)獲得新技能或增加你的屬性的點(diǎn)數(shù)。
You can learn more about status values in .
您可以在中了解有關(guān)狀態(tài)值的更多信息.
狀態(tài)效果
Status effects can be used for a wide range of game mechanics – from your standard effects like poison, regeneration or other status value changes, over blocking the use of certain actions to completely custom functionality.
狀態(tài)效果可以用于廣泛的游戲機(jī)制——從你的標(biāo)準(zhǔn)效果,如毒藥,再生或其他狀態(tài)值的變化,到阻止某些動(dòng)作的使用,再到完全自定義的功能。
Beside blocking actions, changing status values or other status related things (e.g. attack/defence modifiers), you can also use schematics when the effect is applied, removed, on a combatant’s turn or every X seconds. This allows status effects to be used for pretty much anything you can think of.
除了阻擋動(dòng)作、改變狀態(tài)值或其他與狀態(tài)相關(guān)的事情(例如攻擊/防御修正),你也可以在戰(zhàn)斗者回合或每X秒應(yīng)用、移除效果時(shí)使用示意圖。這使得狀態(tài)效果可以用于你能想到的任何東西。
Status effects are also often a good choice to implement condition checks, e.g. add a hiding effect and use that effect being applied to prevent the enemy’s move AI from detecting the player.
狀態(tài)效果通常也是執(zhí)行條件檢查的好選擇,例如,添加隱藏效果,并使用該效果來(lái)防止敵人的移動(dòng)AI檢測(cè)到玩家。
You can learn more about status effects in .
您可以在中了解有關(guān)狀態(tài)效果的更多信息.
攻擊和防御調(diào)整
Attack and defence modifiers are used to influence the outcome of status value changes by giving attributes to attacks and combatants, e.g. a fire spell having the element fire (attack modifier) and a combatant being of race insect (defence modifier).
攻擊和防御調(diào)整值通過(guò)賦予攻擊和戰(zhàn)斗者屬性來(lái)影響狀態(tài)值變化的結(jié)果,例如一個(gè)火系法術(shù)有火元素(攻擊調(diào)整值)和一個(gè)戰(zhàn)斗者是種族昆蟲(chóng)(防御調(diào)整值)。
Attack modifiers give an attribute to an attack, but use the target’s modifier to change the outcome.
攻擊修改器給攻擊一個(gè)屬性,但是使用目標(biāo)的修改器來(lái)改變結(jié)果。
Defence modifiers give an attribute to a combatant, but use the user’s (attacker’s) modifier to change the outcome.
防御調(diào)整值賦予戰(zhàn)斗者一個(gè)屬性,但是使用使用者(攻擊者)的調(diào)整值來(lái)改變結(jié)果。
You can learn more about attack/defence modifiers in .
你可以在中了解更多關(guān)于攻擊/防御修正的信息.
技能
Abilities can range from regular attacks or magic spells, single target, multi target or AOE, to passive abilities giving status bonuses or allowing use of new abilities, equipment and other things.
技能范圍可以從常規(guī)攻擊或魔法,單目標(biāo),多目標(biāo)或AOE,到被動(dòng)能力給予地位獎(jiǎng)勵(lì)或允許使用新的能力,裝備和其他東西。
Abilities can be leveled up, i.e. you can define multiple levels per ability. Using abilities can be animated using schematics, additional features can also be added via schematics.
能力可以分級(jí),也就是說(shuō),你可以為每個(gè)能力定義多個(gè)等級(jí)。使用能力可以使用示意圖動(dòng)畫(huà),其他功能也可以通過(guò)示意圖添加。
You can learn more about abilities in .
您可以在中了解更多關(guān)于能力的信息.
戰(zhàn)斗系統(tǒng)
ORK Framework comes with 4 battle systems:
ORK框架有4個(gè)戰(zhàn)斗系統(tǒng):
Turn Based 回合制Each combatant has their turn to perform actions in – enough time to decide what to do and plan their actions.
每個(gè)戰(zhàn)斗人員都有足夠的時(shí)間來(lái)決定做什么和計(jì)劃他們的行動(dòng)。
Active Time 半即時(shí)制Each combatant has a timebar that is filled over time – actions can be performed once the timebar is full (or reached a defined value).
每個(gè)戰(zhàn)斗人員都有一個(gè)隨著時(shí)間推移而填滿(mǎn)的時(shí)間欄,一旦時(shí)間欄填滿(mǎn)(或達(dá)到定義的值),就可以執(zhí)行行動(dòng)。
Real Time 即時(shí)制Actions can be performed at all times.
任何時(shí)候都可以執(zhí)行操作。
Phase 階段制 ? 不太確定這樣翻譯對(duì)不對(duì),感覺(jué)類(lèi)似自走棋,可以調(diào)整陣營(yíng)。Each faction has their own phase to select and perform actions in.
每個(gè)陣營(yíng)都有自己的階段來(lái)選擇和執(zhí)行行動(dòng)。
All 4 battle systems can be combined with a battle grid, where combatants are placed and move on a grid, use ranges of actions can use grid shapes/masks to determine who’ll be hit, etc.
所有4個(gè)戰(zhàn)斗系統(tǒng)都可以與一個(gè)戰(zhàn)斗網(wǎng)格結(jié)合,戰(zhàn)斗人員被放置在網(wǎng)格上并在網(wǎng)格上移動(dòng),使用動(dòng)作范圍可以使用網(wǎng)格形狀/面具來(lái)確定誰(shuí)將被擊中,等等。
Battle systems are set up in Battles > Battle System – you can set up different variations of them and are not limited to using a single battle system in your game. The default battle system that’ll be used is defined in the General Settings of the battle systems sub-section. You can learn more about battle systems in .
戰(zhàn)斗系統(tǒng)建立在戰(zhàn)斗>戰(zhàn)斗系統(tǒng)–你可以設(shè)置不同的版本,而不局限于在游戲中使用單一的戰(zhàn)斗系統(tǒng)。將要使用的默認(rèn)戰(zhàn)斗系統(tǒng)在常規(guī)設(shè)置戰(zhàn)斗系統(tǒng)分部。您可以在中了解更多關(guān)于戰(zhàn)斗系統(tǒng)的信息.
In your scenes, you can use Battle components to place battles where you like. Battles can also start when coming near an enemy combatant (e.g. spawned via a Combatant Spawner component) – how battles can be started this way (e.g. distance BETween player and enemy) is set up in the General Settings in Combatants > Combatants. You can learn more about combatants in .
在您的場(chǎng)景中,您可以使用戰(zhàn)役在你喜歡的地方進(jìn)行戰(zhàn)斗的組件。戰(zhàn)斗也可以在靠近敵方戰(zhàn)斗人員時(shí)開(kāi)始(例如通過(guò)戰(zhàn)斗產(chǎn)卵器組件)-如何以這種方式開(kāi)始戰(zhàn)斗(例如玩家和敵人之間的距離)是在常規(guī)設(shè)置在戰(zhàn)斗人員>戰(zhàn)斗人員。您可以在中了解更多關(guān)于戰(zhàn)斗人員的信息.
You can also use a Random Battle Area component to randomly start battles while the player moves. Real time battles can also use Real Time Battle Areas to have an ongoing battle while being within an area of the scene (or the whole scene).
您也可以使用隨機(jī)戰(zhàn)斗區(qū)域組件在玩家移動(dòng)時(shí)隨機(jī)開(kāi)始戰(zhàn)斗。實(shí)時(shí)戰(zhàn)斗也可以使用實(shí)時(shí)戰(zhàn)場(chǎng)在場(chǎng)景的某個(gè)區(qū)域(或整個(gè)場(chǎng)景)內(nèi)進(jìn)行一場(chǎng)正在進(jìn)行的戰(zhàn)斗。
Inventory 庫(kù)存
ORK’s inventory system contains anything you need – from items over equipment to a complete crafting system. AI behaviours/rulesets can be used to create equippable AI to influence AI controlled combatants (both in the player’s group or on enemies).
ORK的庫(kù)存系統(tǒng)包含你需要的任何東西——從物品到設(shè)備到完整的工藝系統(tǒng)。人工智能行為/規(guī)則集可以用來(lái)創(chuàng)造可裝備的人工智能,以影響人工智能控制的戰(zhàn)斗人員(無(wú)論是在玩家的團(tuán)隊(duì)中還是在敵人身上)。
You can also have multiple currencies in your game, and there’s a fully fledged shop system available.
你也可以在游戲中使用多種貨幣,并且有一個(gè)成熟的商店系統(tǒng)。
You can learn more about the inventory systems in .
您可以在中了解有關(guān)庫(kù)存系統(tǒng)的更多信息.
項(xiàng)目
Items can range from your regular potions and other usable items over crafting materials to quest/key items you need to progress in the game.
物品的范圍可以從你的常規(guī)藥劑和其他可用物品到制作材料,再到你在游戲中前進(jìn)所需的任務(wù)/關(guān)鍵物品。
Using items can be animated using schematics, additional features can also be added via schematics.
可以使用schematics動(dòng)畫(huà)顯示使用項(xiàng)目,也可以通過(guò)schematics添加附加功能。
You can learn more about items in .
您可以在中了解有關(guān)項(xiàng)目的更多信息.
裝備
Equipment is equipped on equipment slots, each equipment can define where it’ll be equipped and if it occupies multiple slots or blocks some slots. E.g. a 1handed sword could be equipped in a left or right hand slot, while a 2handed sword is equipped on both at the same time. A bow can block equipping anything on the 2nd hand, etc.
裝備被裝備在裝備槽上,每個(gè)裝備可以定義它將被裝備在哪里,以及它是否占用多個(gè)槽或阻塞一些槽。例如,單手劍可以裝備在左手或右手槽中,而雙手劍可以同時(shí)裝備在兩者上。一把弓可以阻擋裝備第二手上的任何東西,等等。
Equipment can be leveled up, i.e. you can define multiple levels per equipment. There’s also additional features available, e.g. durability, equipment abilities and others – functionality can also be extended by using schematics.
裝備可以分級(jí),即您可以為每臺(tái)設(shè)備定義多個(gè)級(jí)別。還有其他可用的特性,例如耐用性、設(shè)備能力等——功能也可以通過(guò)使用原理圖來(lái)擴(kuò)展。
You can learn more about equipment in .
您可以在中了解有關(guān)設(shè)備的更多信息.
工藝
Crafting recipes define the ingredients and outcome when crafting. Anything inventory-related can be used as ingredient or outcome, e.g. items, equipment or other crafting recipes. You can use schematics to bring additional features to crafting.
制作食譜定義了制作時(shí)的配料和結(jié)果。任何與庫(kù)存相關(guān)的東西都可以被用作原料或結(jié)果,例如物品、設(shè)備或其他工藝配方。您可以使用schematics為工藝帶來(lái)額外的功能。
You can learn more about crafting in .
您可以在中了解更多關(guān)于手工制作的信息.
探索
The Quest System allows creating complex quests with multiple tasks, rewards and automatic progress.
這探索系統(tǒng)允許創(chuàng)建復(fù)雜的任務(wù),多任務(wù),獎(jiǎng)勵(lì)和自動(dòng)進(jìn)展。
The quest’s progress is separated into different quest tasks – the progress can optionally be handled automatically (e.g. finishing a task after killing the required amount of enemies).
探索的進(jìn)程被分成不同的任務(wù)–可以選擇自動(dòng)處理進(jìn)度(例如,殺死所需數(shù)量的敵人后完成任務(wù))。
You can learn more about quests in .
您可以在中了解更多關(guān)于任務(wù)的信息.
用戶(hù)界面
Building upon Makinom’s , ORK Framework adds a complete menu system and a wide range of HUDs.
建立在Makinom的基礎(chǔ)上,ORK框架增加了完整的菜單系統(tǒng)和各種各樣的hud。
Menu screens allow the player to manage everything from who to bring to battle, inventory, equipment, crafting and everything else you’d need in your RPG.
菜單屏幕允許玩家管理一切事情,從帶誰(shuí)去戰(zhàn)斗,庫(kù)存,裝備,工藝和你在RPG中需要的一切。
HUDs are used to display information, e.g. the status values and other status information of the player (or other combatants), the active quests or the battle’s turn order or timebar. HUDs can also be used within menu screens or as part of other UI content, e.g. a button showing an item in an inventory menu can use HUD content to show additonal information or give you more control over the look of the item.
hud用于顯示信息,例如玩家(或其他戰(zhàn)斗人員)的狀態(tài)值和其他狀態(tài)信息,正在進(jìn)行的任務(wù)或戰(zhàn)斗的回合順序或時(shí)間欄。HUD也可以在菜單屏幕中使用,或者作為其他UI內(nèi)容的一部分,例如,在清單菜單中顯示項(xiàng)目的按鈕可以使用HUD內(nèi)容來(lái)顯示附加信息,或者讓您對(duì)項(xiàng)目的外觀有更多的控制。
Learn more about ORK’s use of the UI system .
了解更多有關(guān)ORK使用用戶(hù)界面系統(tǒng)的信息