Game Settings

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Contents

General

The game settings handle some of ORKs general settings, e.g. game, player and camera controls.

Game settings can be set up in the Project Editor.


Settings

Base Settings

Ork pe gamesettings23.png
Encrypt data
The ORK project data files will be encrypted.
If not selected, the files are saved in plain text.
Ork pe gamesettings1.png
Default screen size
Define the width and height of the screen size you are designing for – these settings are used to calculate the GUIMatrix (Matrix4x4 – see the Unity documentation for details) and affect every GUI and HUD element of the RPG Kit. If you run your game on a different screen resolution, ORK will scale all GUI and HUD elements to fit the new screen size.
GUI scale mode
Select how the GUI will be changed to match different screen resolutions:
  • STRETCH_TO_FILL
The GUI will be stretched to fill the complete screen.
The GUI always fits the screen, but can be distorted.
  • SCALE_AND_CROP
The GUI will be scaled to match the biggest value (width or height) of the screen.
Some parts of the GUI can be placed outside of the screen.
  • SCALE_TO_FIT
The GUI will be scaled to match the smallest value (width or height) of the screen.
The GUI always fits the screen.
  • NO_SCALE
The GUI wont be scaled.
Some parts of the GUI can be placed outside of the screen.


Key settings

Input handling
This setting decides how key settings are handled.
  • BUTTON_DOWN
The name of an input axis is used as key. The key is recognized when it is pressed down.
  • BUTTON_UP
The name of an input axis is used as key. The key is recognized when it is released.
  • KEY_DOWN
The name of a key is used as key. The key is recognized when it is pressed down.
  • KEY_UP
The name of a key is used as key. The key is recognized when it is released.
Input axes are set up in the Input Manager of Unity. A key name is the name of a keyboard key (or joystick, mouse, etc.).
Accept key
The name of the key to be used as accept key.
Cancel key
The name of the key to be used as cancel key.
Vertical key
The name of the key to be used as vertical key.
Horizontal key
The name of the key to be used as horizontal key.


Skill level settings

This settings handle how you can change between levels of a skill in your game.

If you don't want to allow level changes, simply don't define level plus key and level minus key.

Level plus key
The name of the key to be used to increase a currently selected skills level.
This can be done in the battle menu (skills) or in a skill menu of the Menu/Shop Extension. You can only change to skill levels a character has currently learned.
Level minus key
The name of the key to be used to decrease a currently selected skills level.
This can be done in the battle menu (skills) or in a skill menu of the Menu/Shop Extension. You can only change to skill levels a character has currently learned.
Loop levels
The skill level changes will loop when at the end (level 1 or current skill level maximum).
Add levels
The level of a skill will automatically be added to skill names in the battle menu, battle info and in a skill menu of the Menu/Shop Extension.
Use %n for skill name and % for level, e.g. %n Lvl % will become Fire Lvl 1.


Control Settings

Game control
Determines the control style:
  • BOTH
Mouse and keyboard controls are enabled.
  • MOUSE
Only mouse controls are enabled. You can't use the keyboard to browse through choice dialogues or menu's.
  • KEYBOARD
Only keyboard controls are enabled. You can't use the mouse to interact with objects.
Cursor timeout
Sets the time in seconds that has to pass between 2 cursor moves (e.g. choice selection).
Click timeout
Sets the time in seconds to recognize multi-clicks. If another click/touch happens within the timeout, it will be recognized as a multi-click (e.g. double click).


Pause settings

Pause key
The name of the key used to pause/unpause the game.
Pause time
The game time (play time) will run even when the game is paused.
Freeze on pause
The game freezes in pause, i.e. animations, movements, etc. will stop.


GUI System

Ork pe gamesettings2.png

Please note that the ORK GUI system isn't available in Unity 4!

Since Unity's GUI system can result in a lot of draw calls and drop the framerate (especially on mobile devices), ORK offers you to use it's own GUI system.

The ORK GUI system creates textures and displays them using planes and an orthographic camera. Creating the textures will shortly drop the framerate and will ultimately result in a higher memory usage, but will increase the framerate (after texture creation) in general.

In order for the system to work, all textures need to have pixel read/write enabled (e.g. icons, GUISkin images, etc.). Layer 31 is used to display ORK GUI game objects.

You can switch between the two GUI systems at any time, so you can try out which will best fit your target platform.

System type
Either UNITY or ORK. When you select the Unity GUI system, there are no further settings.
Filter mode
The filter mode is used by the textures. Either Point, Bilinear or Trilinear.
Image stretching
The method used when a texture (or a part of it) is stretched to another size. Either POINT or BILINEAR.
Battle tex deletion
Decides at which time textures used for battle menus will be deleted. Battle menu textures are stored once they are created to achieve faster loading times in battles.
  • NONE
The textures wont be deleted.
  • CLOSE
The textures will be deleted when the battle ends.
  • SCENE
The textures will be deleted when the scene is changed.
Menu tex deletion
Decides at which time textures used to display the ingame menu (Menu/Shop Extension) will be deleted. Menu textures are stored once they are created to achieve faster loading times when using the menu.
  • NONE
The textures wont be deleted.
  • CLOSE
The textures will be deleted when the menu is closed.
  • SCENE
The textures will be deleted when the scene is changed.
Mip map bias
The mip map bias used by textures. Read the Unity documentation for details (Texture.mipMapBias).
Click offset
The maximum pixel distance a mouse (or touch) input can have between initial click and end to be recognized as a click.
HUD refresh rate
Determines how often HUDs will be refreshed. Since every change in a HUD will result in updating a texture a fast update rate can result in lower framerates.
Frames
The HUD refresh rate is set in frames. Else in seconds.
Auto rem. layer
Layer 31 will automatically be removed from all cameras (except the camera used for the GUI) when loading a scene. ORK GUI game objects are displayed in layer 31.
Preload fonts
Font textures will be preloaded on game start. This will increase texture creation times at higher memory usage costs.
Preload boxes
Text boxes from Dialogue Positions will be preloaded on game start. This will increase texture creation times at higher memory usage costs. It's recommended to only use this when you don't have too many dialogue positions.
Preload area names
Area name displays will be preloaded on scene load. This will increase area name displays at higher memory usage costs.
No scrollbar
Scrollbars wont be displayed. This will increase texture creations for scrollable dialogues.
No scroll thumb
Scrollbar thumbs wont be displayed. This will increase texture creations for scrollable dialogues.
No auto collapse
The auto collapse dialogue option will be ignored. This will increase texture creation when used in combination with preload boxes.


Save fonts

Ork pe gamesettings3.png

All fonts used by ORK need to save some information to enable the ORK GUI system to use them.

Saving fonts can take some time, dynamic fonts are not supported (only unicode).

Limit font export
You can limit the exported font letters to increase save time (and reduce memory usage).
Last letter code (only on limit font export)
The ASCII code in decimal format of the last letter to be exported.
Ignored chars
Type in the letters that aren't in the font. If a font doesn't have all letters in the exported range but they aren't marked as ignored will result in misplaced letters.


Change textures

Ork pe gamesettings4.png

The ORK GUI system needs textures to have pixel read/write enabled in order to work.

The change texture helper will change all textures in the Resources folder to enable pixel read/write.

Compress (DXT5)
The texture format will be set to DXT5. Else to ARGB32.
Change mip maps
The mip map settings of the textures will be changed.
Generate mip maps (only on change mip maps)
The textures will be set to generate mip maps.


Party settings

Ork pe gamesettings5.png

This settings handle party functionality (e.g. switching player, party following player).

Battle party size
Sets the size of the battle party. This only affects the players battle party – enemies can form as large parties as you like.


Key settings

This settings determine if the player can be switched.

Character plus key
The name of the key used to change to the battle menu of the next character (if active).
Character minus key
The name of the key used to change to the battle menu of the previous character (if active).
Switch player
You can use the char. plus/minus keys to switch the player from one party member to the other. If your party isn’t spawned in the field, the current player object will be replaced with the new player.
Only battle party (only on switch player)
Only the characters in your battle party will be available for player switching.


Party spawn settings

This settings determine if the party will also be visible in the game and follow the player around.

Spawn party
The party will be spawned when the player is spawned.
Only in battles (only for battle system type REALTIME)
The party will be spawned only when you enter a battle area.
Only battle party (only on spawn party)
Only the characters in your battle party will be spawned.
Distance (only on spawn party)
The distance to the player the other party members will be spawned.
Party follow (only on spawn party)
The other party members will follow the player. This setting enables the characters AI mover party follow settings.


Auto add components to player

You can automatically add components to the player when spawned.

Add component/remove
Add a component or remove it.
Component
The name of the component that should be added.


Add interaction controller

You can automatically add an interaction controller to the player.

The prefab added must be set up accordingly.

Controller prefab
The prefab used as interaction controller.
Path to child
The prefab will be attached to the defined child object (e.g. Path/to/Child).
Leave empty if you don't want to attach it to a child.
Offset
The offset added to the game object the prefab will be attached to.


Player control settings

ORK can automatically add controls to your player character when spawned. You can do the settings here.

Type
The player control type:
  • NONE
No control is added, you have to add your own components to the character (player) prefab.
  • DEFAULT
The default keyboard/joystick control style.
  • MOBILE
Mouse/touch control.

Depending on your control type selection you’ll have different settings available.


DEFAULT player control

Ork pe gamesettings6.png
Move dead
You can control the player, even when the player character is dead.
Use character speed
The speed of the character according to its move speed settings is used. If not set you’ll have to define the move speed here.
Gravity
The gravity used when moving. Use negative numbers.
Speed smoothing
Used to have a smooth transition between no movement and full move speed.
Rotation speed
The speed used when rotating the character.
First person
The axis keys will be used for first person control, i.e. vertical axis will move forward/backward, vertical axis will move sidewards.
Use cam directions
If enabled the vertical/horizontal axis keys will move the player based on the camera view. If not set, the vertical axis key moves the player forward/backward, the horizontal axis key turns the player.
Vertical/horizontal axis key
The keys used for moving.


Jump settings

The DEFAULT control type enables the player to jump.

Use jump
The player can jump.
Jump key
The key used for jumping.
Jump duration
The time in seconds the player will move up before falling down again.
Jump speed
The vertical speed in world units used when jumping. Use positive numbers.
Jump interpolation
The interpolation used for jumping – there is a wide variety of interpolations, try them to see what suites your needs. E.g. EaseOutQuad will decrease the jump speed at the end of the jump.
In air modifier
This setting effects the move speed while in the air. A value below 1 will decrease the speed, above will increase.
Max ground angle
The maximum angle of the ground to allow jumping.


Sprint settings

The DEFAULT control type enables the player to sprint.

Use sprint
The player can sprint.
Sprint key
The key used for sprinting. The key must be held down to sprint.
Sprint factor
The players move speed will be multiplied with this number when sprinting. E.g. 2 will double the move speed.
Use energy
Sprinting will consume energy.
Max formula
A formula is used to determine the maximum sprint energy.
Max energy
Either a formula or number. Determines the maximum sprint energy.
Consume formula
A formula is used to determine how much energy per second is consumed while sprinting.
Energy consume
Either a formula or number. Determines the amount of energy per second consumed while sprinting.
Regeneration formula
A formula is used to determine how much energy per second is regenerated.
Energy regeneration
Either a formula or number. Determines the amount of energy regenerated per second.


MOBILE player control

Ork pe gamesettings7.png

The mobile control uses raycasting to set the move target.

You can set up areas that block clicks/touches for player movement. Add a No Click Move component to a game object with a collider (Components > RPG Kit > Controls > No Click Move). The bounds are used to check if the clicked/touched position is a valid move position. The Y-position of the game object is ignored for the check.

Use click
Mouse clicks are used as input method.
Mouse button
Set which mouse button is used as input:
  • 0 = left mouse button
  • 1 = right mouse button
  • 2 = middle mouse button
Use touch
A touch is used as input method.
Touch count
Set the number of fingers used for touch input.
E.g.: 1 is one finger, 2 is two fingers, etc.
Click count
The amount of clicks used to trigger the input.
E.g.: 1 is a single click, 2 is a double click.
Mode
Select when the input will happen:
  • START
When the mouse is clicked or the touch first occurs.
  • MOVE
When the mouse/finger(s) is moved.
  • END
When the mouse/touch is released.


Move dead
You can control the player, even when the player character is dead.
Use character speed
The speed of the character according to its move speed settings is used. If not set you’ll have to define the move speed here.
Gravity
The gravity used when moving. Use negative numbers.
Speed smoothing
Used to have a smooth transition between no movement and full move speed.
Raycast distance
The distance the raycast will check to set the move target.
Layer mask
The layer the raycast will check.
Cursor prefab
The prefab used to display a cursor on the position of the move target. The prefab must be stored in Assets/Resources/Prefabs/BattleSystem in the Unity folder structure.
Cursor offset
The offset added to the move target position for displaying the cursor.
Autoremove cursor
The cursor will automatically be removed (e.g. when an event starts).
Minimum move distance
The minimum distance to the move target the player must reach to stop moving.
Ignore Y distance
The distance along the Y-axis will be ignored for the minimum move distance check, i.e. the height difference is ignored.
Use event mover
The move will be performed using the ActorEventMover component and interpolating the player’s position between move start and move target. The player will be able to go through obstacles in it’s way with this setting.
Autostop move
The move will be stopped when e.g. an event starts.


Camera control settings

ORK can automatically add camera controls to your scene camera - the settings are made here.

If you don’t want to automatically add camera control in a scene, simply add the NoCameraControl component to the camera (Components > RPG Kit > Controls > No Camera Control).

Type
The camera control type:
  • NONE
No control is added to the camera.
  • FOLLOW
The camera will follow behind the player.
  • LOOK
The camera will look at the player.
  • MOBILE
The camera will follow the player. Height and rotation can be changed by touch control.
  • FIRST_PERSON
The camera is linked to the player (or a child object). It can be moved horizontally/vertically (e.g. by mouse).

Depending on your control type selection you’ll have different settings available.


FOLLOW camera control

Ork pe gamesettings8.png
Distance
The distance of the camera to the player.
Height
The height above the player.
Height damping
Used for smoother height changes.
Rotation daming
Used for smoother rotation changes.


LOOK camera control

Ork pe gamesettings9.png
Damping
Used for smoother camera changes.
Smooth
Camera changes will use damping.


MOBILE camera control

Ork pe gamesettings10.png
Distance
The distance of the camera to the player.
Height
The start height above the player.
Minimum height
The minimum height above the player.
Maximum height
The maximum height above the player.
Height damping
Used for smoother height changes. Set to 0 to disable smooth changes.
Allow rotation
The rotation of the camera can be changed by touch controls. The rotation can be changed by a horizontal touch drag.
Allow zoom
The camera zoom (height change) can be changed by touch controls. The height can be changed by a vertical touch drag.
Rotation
The start rotation of the camera. E.g. 90 will show the player from the south (world axis).
Rotation damping
Used for smoother rotation changes. Set to 0 to disable smooth changes.
Rotation factor
The actual touch/mouse move is multiplied with this number to determine the rotation change. Set to negative numbers to invert rotation.
Zoom factor
The actual touch/mouse move is multiplied with this number to determine the zoom change. Set to negative numbers to invert rotation.


Please note that the MOBILE camera controls automatically uses the MOVE mode.

Use click
Mouse clicks are used as input method.
Mouse button
Set which mouse button is used as input:
  • 0 = left mouse button
  • 1 = right mouse button
  • 2 = middle mouse button
Use touch
A touch is used as input method.
Touch count
Set the number of fingers used for touch input.
E.g.: 1 is one finger, 2 is two fingers, etc.
Click count
The amount of clicks used to trigger the input.
E.g.: 1 is a single click, 2 is a double click.
Mode
Select when the input will happen:
  • START
When the mouse is clicked or the touch first occurs.
  • MOVE
When the mouse/finger(s) is moved.
  • END
When the mouse/touch is released.


Zoom+ key
The name of the key used to zoom in.
Zoom- key
The name of the key used to zoom out.
Zoom key change
The amount the zoom changes on key press.


FIRST_PERSON camera control

Ork pe gamesettings11.png

The first person camera will automatically be placed at the position of the player.

Place on child
The camera will be positioned at the child object of the player (e.g. body/head). Leave empty if you don’t want to use a child object.
Offset
The offset added to the player/child position when placing the camera.
Horizontal axis
The name of the axis used for horizontal camera changes. Horizontal camera changes will turn the player along the Y-axis.
Vertical axis
The name of the axis used for vertical camera changes. Vertical camera changes will turn the camera along the X-axis.
Sensitivity
The sensitivity of the horizontal (X) and vertical (Y) camera moves. Use negative numbers to invert control.
Lock cursor
The mouse cursor will be locked when the camera control is enabled (i.e. the mouse cursor is centered in the screen, hidden and can’t be moved).


Dialogue settings

Ork pe gamesettings12.png

Some base dialogue settings are made here, mainly the OK button shown on dialogue windows.

Key scrollspeed
The amount of pixels the scrollbar is moved when using keys.
OK icon
The icon used by the OK button. It must be stored in Assets/Resources/Icons/GameSettings in the Unity folder structure.
OK button
The next OK button settings are made per language.
Text
The text shown by the OK button.
Width, Height
The width and height of the OK button.
Offset X, Y
The x and y offset of the OK button from it's position.
Position
Select the base position of the OK button. The position is determined by the dialogue box defined in the dialogue position editor.


Statistic settings

Enemy statistics

Ork pe gamesettings19.png
Total killed
The sum of all killed enemies will be logged.
Signle killed
The number of killed enemies will be logged separated by enemy.


Item statistics

Ork pe gamesettings20.png
Total used
The sum of all used items will be logged.
Single used
The number of used items will be logged, separated by item.
Total created
The sum of all created items (using item recipes) will be logged.
Single created
The number of created items (using item recipes) will be logged, separated by item.


Battle statistics

Ork pe gamesettings21.png
Total battles
The sum of all battles will be logged.
Won battles
The sum of battles won by the party will be logged.
Lost battles
The sum of battles lost by the party will be logged.
Escaped battles
The sum of battles where the party escaped will be logged.


General statistics

Ork pe gamesettings22.png
Custom
Custom statistics will be logged.
Custom statistics can be added by using game events and battle animations.


Game over settings

Ork pe gamesettings24.png
Load scene
The scene that should be loaded when your party dies and game over is called.
Leave blank if no scene should be loaded.
Show choice
A game over choice dialogue will be displayed.
You can select between retry, load and exit options.
Position
The dialogue position used to display the choice dialogue.
Show after (s)
The choice dialogue will be displayed after the set amount of seconds.
Show retry
A retry option will be displayed in the choice dialogue.
Selecting this option will load the last retry save game. If no retry save game is available it will load the last saved (or loaded) save game.
The name of the button can be defined in all languages and have an icon.
Show Load
A load option will be displayed in the choice dialogue.
Selecting this option will call the load menu.
The name of the button can be defined in all languages and have an icon.
Show exit
An exit option will be displayed in the choice dialogue.
Selecting this option will load the main menu scene.
The name of the button can be defined in all languages and have an icon.


Diverse settings

Ork pe gamesettings13.png
Show area names
Area names will be automatically shown when you enter a new area.
Area name position
The dialogue position used to show area names.
Visibility time
Defines the time the area name dialogue box will be visible.
Chance settings
Set the minimum and maximum numbers (float) used for calculating a random number for chance checks (e.g. hit chance, escape chance, etc.).


Audio settings

Ork pe gamesettings14.png

This audio clips are automatically played by ORK when needed. You can set the volume of every clip. They must be stored in Assets/Resources/Audio/GameSettings in the Unity folder structure.

Cursor move
Played when the keyboard is used to change a choice dialogue's or battle menu's selection.
Accept
Played when a choice, dialogue, etc. is accepted.
Cancel
Played when a choice is canceled (e.g. cancel a skill selection in the battle menu).
Fail
Played when a choice can't be made (e.g. a skill can't be used due to lack of status value).
Skill level change
Played when skill levels are changed (by using the skill level plus/minus keys).


Item collection settings

Ork pe gamesettings15.png

This settings are used by item collectors when picking up items in a scene.

Position
The dialogue position used to display the item collection text.
Choice
The item collection will be a choice dialogue. If the player accepts, the item is added, if he declines, the item will be left where it is.
Play animation
An animation is played on the player after the text has been displayed. Input the AnimationClip name of the animation here. Leave empty if no animation should be played.
Text
The info text will be displayed when you collect an item using an item collector. The ok and cancel texts are used for the choice selection.
Use %n to display the name of the item, % for quantity of the item.

Drop settings

Ork pe gamesettings16.png
Save position
The position of dropped items will be saved when leaving a scene or saving the game. The items will be spawned again when entering the scene again.
Drop on ground
The item will be spawned on the ground (using a raycast, see the Unity documentations for details).
Layer mask (only on drop on ground)
The layer mask used for the raycast.
Offset
The offset added to the player's position when dropping an item.
The X and Y values of the coordinates are used for random calculation.
E.g. if offset X has X=1 and Y=-1, the item will be dropped at a random offset between 1 and -1 on the X-axis.


Money text settings

Ork pe gamesettings17.png
Text settings
Set the text and icon for money display. This is mostly used by the Menu/Shop Extension (sold separately).
Use % to display the current amount of money – it will be replaced by the real amount of money your party currently owns.
The icon must be stored in Assets/Resources/Icons/GameSettings in the Unity folder structure.
Money collection settings

This settings are used for money collection through an item collector.

Prefab
The prefab spawned by the item collector. It must be stored in Assets/Resources/Prefabs/Items in the Unity folder structure.
Choice
The money collection will be a choice dialogue. If the player accepts, the money is added, if he declines, the money will be left where it is.
Text
The info text will be displayed when you collect money using an item collector. The ok and cancel texts are used for the choice selection.
Use % to display the amount of money.


Time text settings

Ork pe gamesettings18.png

Set the text and icon for time display. This is mostly used by the Menu/Shop Extension (sold separately).

Use % to display the current game time (play time) – it will be replaced by the real time.

The icon must be stored in Assets/Resources/Icons/GameSettings in the Unity folder structure.

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