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1.ORK Framework 3介绍

2022-04-25 13:00 作者:请叫我陈先生Linux  | 我要投稿

因为买了这个插件,却发现学习资源相当难找,决定做一份中英对照的文档,帮助自己以及需要的同学们。

Introduction 介绍

A short introduction to ORK Framework 3’s features.

一个ORK3的特性简介。

What is ORK Framework? 什么是ORK框架?

ORK Framework is an RPG development tool for Unity. 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框架是一个RPG开发工具一致。它的强大和灵活的功能允许您创建任何类型的角色扮演游戏,无论是3D或2D,使用回合制,即时战斗或阶段战斗(战斗网格也支持)。你甚至不需要写一行代码!

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的扩展,它需要MK2才能工作。ORK3已经包含了MK2的兼容版本。

ORK3 is currently available as a BETa version. Check out the ORK 3 BETA page for the latest version and new features.

ORK3目前有测试版。查看ORK 3测试版最新版本和新功能的页面。

Makinom 2  MK2可视化编辑器

Makinom 2 is an editor extesion for the Unity. 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.

MK2是的unity的编辑器扩展。这是一个强大而灵活的通用游戏开发工具包,允许您创建游戏控制、创建游戏机制或折与您的游戏世界的互动,而无需编写一行代码。【据说是比playmaker更加适合小白入坑的编辑器】

Learn more about Makinom and it’s features in it’s documentation.

在中了解更多关于Makinom及其特性的信息文件.

Unity Compatibility 对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。建议坚持使用Unity的LTS(长期支持)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.

当一个新的Unity版本发布时,它可能包含与当前ORK框架或Makinom版本不兼容的变化。这通常会在Unity发布后的几周内用新版本修复。Unity的alpha版和BETa版都没有官方支持。

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 Unity UI module requires using Unity UI and TextMesh Pro packages.

ORK框架或Makinom的一些扩展(例如UI模块或插件)可能需要在项目中安装某些包,例如使用Unity UI模块需要使用Unity用户界面TextMesh Pro包裹。

Supported Platforms 支持的平台

ORK Framework officially supports the following build targets:

ORK框架支持以下平台:

  • PC Standalone   PC电脑

  • Mac Standalone Mac电脑

  • Android 安卓

  • iOS 苹果

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的功能是使用跨平台API实现的,它可能也适用于其他平台(例如任天堂Switch和其他控制台),但它们未经测试。

Features 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.

在进入以下文档的细节之前,让我们快速了解一下ORK框架的一些核心特性。

ORK Framework also builds upon many of Makinom 2’s features, e.g. schematics, machines, input keys and many other.

ORK框架也建立在MK2的许多特性之上,例如图表, 机器, 输入键许多其他.

Status System 状态系统

ORK’s status system allows you to set up the rules of your RPG to your liking.

ORK的状态系统允许你根据自己的喜好设置游戏规则。

Status Values 状态值

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:

状态值用于战斗人员的各种数值,如生命值/HP、法力值/MP、力量、敏捷或经验。它们通常分为三类:

  • Normal 常规Regular status values for things like MaxHP, strength or any other straightforward numerical value.

    常规状态值,如最大生命值、强度或任何其他简单的数值。

  • 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.

    对于游戏角色的健康,法力或任何其他类型的状态,可以改变,例如通过攻击或使用行动。他们可以通过常规状态输入数值以定义其最大值,也可用作修改消耗品的数值。

  • Experience 经验For anything experience related, from regular exp to level up to points you can spend on gaining new abilities or increasing your stats.

    对于任何与经验相关的东西,从常规经验值到升级到你可以用来获得新技能或增加你的属性的点数。

You can learn more about status values in this documentation.

您可以在中了解有关状态值的更多信息这份文件.

Status Effects 状态效果

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.

状态效果可以用于广泛的游戏机制——从你的标准效果,如毒药,再生或其他状态值的变化,到阻止某些动作的使用,再到完全自定义的功能。

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.

除了阻挡动作、改变状态值或其他与状态相关的事情(例如攻击/防御修正),你也可以在战斗者回合或每X秒应用、移除效果时使用示意图。这使得状态效果可以用于你能想到的任何东西。

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.

状态效果通常也是执行条件检查的好选择,例如,添加隐藏效果,并使用该效果来防止敌人的移动AI检测到玩家。

You can learn more about status effects in this documentation.

您可以在中了解有关状态效果的更多信息这份文件.

Attack/Defence Modifiers 攻击和防御调整

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).

攻击和防御调整值通过赋予攻击和战斗者属性来影响状态值变化的结果,例如一个火系法术有火元素(攻击调整值)和一个战斗者是种族昆虫(防御调整值)。

Attack modifiers give an attribute to an attack, but use the target’s modifier to change the outcome.

攻击修改器给攻击一个属性,但是使用目标的修改器来改变结果。

Defence modifiers give an attribute to a combatant, but use the user’s (attacker’s) modifier to change the outcome.

防御调整值赋予战斗者一个属性,但是使用使用者(攻击者)的调整值来改变结果。

You can learn more about attack/defence modifiers in this documentation.

你可以在中了解更多关于攻击/防御修正的信息这份文件.

Abilities 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.

技能范围可以从常规攻击或魔法,单目标,多目标或AOE,到被动能力给予地位奖励或允许使用新的能力,装备和其他东西。

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.

能力可以分级,也就是说,你可以为每个能力定义多个等级。使用能力可以使用示意图动画,其他功能也可以通过示意图添加。

You can learn more about abilities in this documentation.

您可以在中了解更多关于能力的信息这份文件.

Battle Systems 战斗系统

ORK Framework comes with 4 battle systems:

ORK框架有4个战斗系统:

  • 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.

    每个战斗人员都有足够的时间来决定做什么和计划他们的行动。

  • Active Time 半即时制Each combatant has a timebar that is filled over time – actions can be performed once the timebar is full (or reached a defined value).

    每个战斗人员都有一个随着时间推移而填满的时间栏,一旦时间栏填满(或达到定义的值),就可以执行行动。

  • Real Time 即时制Actions can be performed at all times.

    任何时候都可以执行操作。

  • Phase 阶段制   不太确定这样翻译对不对,感觉类似自走棋,可以调整阵营。Each faction has their own phase to select and perform actions in.

    每个阵营都有自己的阶段来选择和执行行动。

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个战斗系统都可以与一个战斗网格结合,战斗人员被放置在网格上并在网格上移动,使用动作范围可以使用网格形状/面具来确定谁将被击中,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 this documentation.

战斗系统建立在战斗>战斗系统–你可以设置不同的版本,而不局限于在游戏中使用单一的战斗系统。将要使用的默认战斗系统在常规设置战斗系统分部。您可以在中了解更多关于战斗系统的信息这份文件.

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 this documentation.

在您的场景中,您可以使用战役在你喜欢的地方进行战斗的组件。战斗也可以在靠近敌方战斗人员时开始(例如通过战斗产卵器组件)-如何以这种方式开始战斗(例如玩家和敌人之间的距离)是在常规设置战斗人员>战斗人员。您可以在中了解更多关于战斗人员的信息这份文件.

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).

您也可以使用随机战斗区域组件在玩家移动时随机开始战斗。实时战斗也可以使用实时战场在场景的某个区域(或整个场景)内进行一场正在进行的战斗。

Inventory 库存

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的库存系统包含你需要的任何东西——从物品到设备到完整的工艺系统。人工智能行为/规则集可以用来创造可装备的人工智能,以影响人工智能控制的战斗人员(无论是在玩家的团队中还是在敌人身上)。

You can also have multiple currencies in your game, and there’s a fully fledged shop system available.

你也可以在游戏中使用多种货币,并且有一个成熟的商店系统。

You can learn more about the inventory systems in this documentation.

您可以在中了解有关库存系统的更多信息这份文件.

Items 项目

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.

物品的范围可以从你的常规药剂和其他可用物品到制作材料,再到你在游戏中前进所需的任务/关键物品。

Using items can be animated using schematics, additional features can also be added via schematics.

可以使用schematics动画显示使用项目,也可以通过schematics添加附加功能。

You can learn more about items in this documentation.

您可以在中了解有关项目的更多信息这份文件.

Equipment 装备

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.

装备被装备在装备槽上,每个装备可以定义它将被装备在哪里,以及它是否占用多个槽或阻塞一些槽。例如,单手剑可以装备在左手或右手槽中,而双手剑可以同时装备在两者上。一把弓可以阻挡装备第二手上的任何东西,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.

装备可以分级,即您可以为每台设备定义多个级别。还有其他可用的特性,例如耐用性、设备能力等——功能也可以通过使用原理图来扩展。

You can learn more about equipment in this documentation.

您可以在中了解有关设备的更多信息这份文件.

Crafting 工艺

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.

制作食谱定义了制作时的配料和结果。任何与库存相关的东西都可以被用作原料或结果,例如物品、设备或其他工艺配方。您可以使用schematics为工艺带来额外的功能。

You can learn more about crafting in this documentation.

您可以在中了解更多关于手工制作的信息这份文件.

Quests 探索

The Quest System allows creating complex quests with multiple tasks, rewards and automatic progress.

探索系统允许创建复杂的任务,多任务,奖励和自动进展。

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).

探索的进程被分成不同的任务–可以选择自动处理进度(例如,杀死所需数量的敌人后完成任务)。

You can learn more about quests in this documentation.

您可以在中了解更多关于任务的信息这份文件.

UI 用户界面

Building upon Makinom’s modular UI system, ORK Framework adds a complete menu system and a wide range of HUDs.

建立在Makinom的基础上模块化用户界面系统,ORK框架增加了完整的菜单系统和各种各样的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.

菜单屏幕允许玩家管理一切事情,从带谁去战斗,库存,装备,工艺和你在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用于显示信息,例如玩家(或其他战斗人员)的状态值和其他状态信息,正在进行的任务或战斗的回合顺序或时间栏。HUD也可以在菜单屏幕中使用,或者作为其他UI内容的一部分,例如,在清单菜单中显示项目的按钮可以使用HUD内容来显示附加信息,或者让您对项目的外观有更多的控制。

Learn more about ORK’s use of the UI system here.

了解更多有关ORK使用用户界面系统的信息这里.


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