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It has an unparalleled functionality as a tool for creating RPGs.
However, it is very difficult to master it.
The areas that are particularly difficult and lack documentation are
how to handle objects, prefabs, NPC movement, animation, etc., and the schematics for handling them.
We can understand how to build and set the database for abilities, items, and monsters by reading the documentation and using it for a while.
Those who have used the RPG Maker series may be surprised at the huge number of settings that can be set, but they will be able to use it.
However, moving or animating objects and NPCs can be difficult.
The settings are spread across multiple, scattered locations, there are similar settings in multiple places, and there are many settings that are not explained and are likely to never be used.
In addition, in order for the schematics to work properly, users must spawn prefabs and specify objects in advance, but because the documentation does not explain this, users mistakenly think that ORK is unnecessarily difficult and that there are many functions that they cannot use.
If GIL provided documentation and demo scenes that explained these things properly,
I would be able to understand ORK much faster.
If demo scenes were prepared that allowed users to manipulate objects and NPCs, users would be able to imitate them and learn a lot.
I think the functionality is already comprehensive enough, so I would like the explanations of those functions to be more thorough.
I think this is probably because the program code has been framed as a GUI.
But the program won't work unless properly specify the target.
I think that kind of thing is missing from the instructions.
It may be the best asset once you master how to use it,
but that's my impression after using it for a month.
이 리뷰가 도움이 되었나요?
5
1
퍼블리셔 답변:
10 months ago에 답변됨
Thanks for your feedback!
I'll try to add more tutorials focused on NPCs in the future, though most of this is Unity-related setup and not specific for ORK.
You can download the completed tutorial projects from their start pages and use them as demo scenes instead of having to go through the tutorials.
L
The learning cost is too high.
a year ago
LonlyGameDeveloper이전 버전 3.19.0
First of all, thank you to the author for their hard work!
Then, I couldn't resist complaining that the learning document was too dull.
I hope there are more engaging teaching methods, such as videos.
And more game cases.
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2
2
퍼블리셔 답변:
10 months ago에 답변됨
Thanks for your feedback!
s
Good asset but need better guides and tutorials.
a year ago
silverbeast11이전 버전 3.19.0
The asset is good and versatile. If you invest some time learning, it's really handy
But there are really big problems as well
UI is too crowded and confusing, it's almost feeling claustrophobic to just look at it.
There is a guide on the website yes, but too complex for new starters which is a massive con from an asset claims "building own rpg without any single line of code"
Generally learning curve is too high for the asset. I saw many projects with this asset so I know it can be used good but need better UI and guides for newly starting users.
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4
3
퍼블리셔 답변:
a year ago에 답변됨
Thanks for your feedback.
Yes, ORK has a high learning cuve, since it covers all bases you need for an RPG - so you'll have to learn how to build your status system, set up data (items, abilities, combatants, etc.), use schematics to animate your battles, dialogues, quests, etc.
There are many topics to cover, even without having to write a single line of code it's a lot to take in at first.
I'd recommend to go at it slowly, e.g. starting with the 3D quickstart tutorials (https://orkframework.com/guide/tutorials/3d-rpg-quickstart/start-3d-rpg-quickstart/) to see if ORK's workflow is for you. All tutorials can be completed with the free test version.
Even using a framework like ORK, creating games (especially in a more complex genre like RPGs) takes a lot of time. You'll need to invest time to learn using ORK as a tool to create your games with, but that's only a fraction of the time you'd need to write your own tools and systems to cover all you need.
The editor UI can be a bit intimidating at first, after all ORK has thousands of options to tweak and micromanage all systems. The majority can be ignored for most games, though. All the more reason to go through the tutorials and learn which options you'll use most of the time :)
I have been with GIL since the very first okashi kit and I'm never disappointed. The feature set is incredible. I would recommended this to anyone familiar with frameworks. Because this is tops!
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4
2
퍼블리셔 답변:
a year ago에 답변됨
Thanks :)
E
Good but unable to produce a good action RPG
a year ago
EvilGremlin이전 버전 3.18.0
If you're making a jrpg game ORK is probably great. If you're producing an old school dungeon crawler it is probably great. But due to the lack of a decent 3rd person controller of any kind and the creator's total disinterest in supporting any 3rd party controller ORK will never be capable of anything else. The creator claims that ORK supports action games but not really. It supports a very crappy action controller and absolutely no other action controller. There is a youtube tutorial that can help you integrate GKC but the process is very difficult to say the least. And the GKC is loaded with many extras that are not modular. And due to the complexity of both systems they don't really fit well together. There would many overlapping features anyway. I give ORK 3 stars because it will do some things really, really well and overall the system is good as long as you're not trying to make a good quality action rpg game.
RE: You're correct it is POSSIBLE to create an action RPG controller. In the same way that it is POSSIBLE to create one in Unity. But there's no built-in support for one except a now outdated basic Unity controller. I realize that it isn't meant to do ONLY action RPG games. But I hope that for ORK 4 you will consider a controller upgrade.
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4
4
퍼블리셔 답변:
a year ago에 답변됨
Thanks for your review!
ORK is an RPG framework, not a player control framework - i.e. it's focus is on things like status systems, inventory, quests and all the other things and rules working in the background that you need for an RPG.
The built-in controls are there to get you started, but if you need anything more sophisticated, you'll need to hook up custom controls (see the documentation: https://orkframework.com/guide/documentation/getting-started/player-camera-controls/#23-toc-title).
Just letting ORK know about those controls to allow it to enable/disable them as needed might be enough for most cases, but if you want to integrate more complex systems with their own action systems you'll need to do a deeper integration. I'd love to do integrations for well known 3rd party controllers in the future, but time's not unlimited and I'd rather focus on own feature developments and support. There's always the way of commissioning such an integration if you need it (or specific features).
Overall, I'd say that it's possible to create a complex action RPG even with the built-in button player control, combined with the control maps and clever use of abilities and schematics. The 3D Action RPG tutorials (see here: https://orkframework.com/guide/tutorials/3d-action-rpg/start-3d-action-rpg/) use this for actions like a dodge-roll, throwing grenades and other things.
This is a fantastic product. It's huge, it's very deep, it's robust, and it makes sense. There is a learning curve to ORK but the developer GiL (Gaming is Love) is very active in the forums and answers questions clearly and usually pretty quickly. Work through a few tutorials first (they take awhile), you won't get it all, but it will start clicking eventually.
이 리뷰가 도움이 되었나요?
3
2
퍼블리셔 답변:
a year ago에 답변됨
Thanks for your review!
f
Very good framework
2 years ago
fourscoopsplease이전 버전 3.18.0
FULL of potential for any type of RPG you may want to create. Author is VERY helpful and active on forum, and new features are constantly being added.
The downside is that there is a steep learning curve, though there are basic tutorials to get you on your way.
You've got a console with a million buttons, luckily most of them (if not all) have tool-tips.
I have not tried any other framework, not do I feel the need to explore other options.
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1
0
퍼블리셔 답변:
2 years ago에 답변됨
Thanks for your review!
I'll work hard to earn that 5th star from you :)
I want to know how to use ORK by source code instead dll
이 리뷰가 도움이 되었나요?
1
1
퍼블리셔 답변:
2 years ago에 답변됨
Sorry for the late reply, strangely this review doesn't show up in the publisher portal and I didn't get notified of it.
I think we already sorted this out via email - if not:
You can use the source code, but that's not really the intended use and you'll have a hard time with getting updates in your project. Unity isn't really good in handling code changes (e.g. moving or renaming files) and you'd have to handle code updates manually.
If you want to do it, you need to put all editor related code (i.e. the editor code projects and UI editor code projects) under a folder named 'Editor' in your Unity project's assets. Also, keep in mind that you'll loses script references if you previously used the DLLs, i.e. the assets, components and scene setups will break due to not knowing which script they use.
I'd strongly recommend to use the DLLs and not the source code, as it makes life a lot easier and the project compile faster.
This framework is exactly what I needed because I couldn't write code of my own no matter how many tutorials I watched.
This is perfect for someone who doesn't want to code. The controls are very informative as to what they do. Once you've learned the base controls, step up to get into the finer details.
At the very least, I urge you to try the free version to see if this is for you.
이 리뷰가 도움이 되었나요?
2
0
퍼블리셔 답변:
2 years ago에 답변됨
Thanks for the review :)
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