ORK Framework 3 is the newest iteration of the long-time available and trusted RPG Editor.
A massive package filled with features to build any kind of RPG, 2D or 3D!
ORK has been available for Unity since 2010!
Website | Support | Documentation | Tutorials
I created ORK Framework to empower artists and developers who are struggling with creating complex systems, and show them that anyone can create an awesome RPG with a little bit of practice and guidance.
I truly believe that you can drastically transform your game development skills and become the artist that you know that you can be. No more stress, no more confusion, ORK Framework is a tool specifically designed to take the stress out of RPG development and give you the confidence you need to create any kind of RPG.
All you need!
ORK Framework 3 comes with everything you need to create your RPG, any way you want. 4 customizable battle systems (and battle grids), extremely flexible status system, formula editor, inventory system, factions, quests, crafting, dialogues and much, much more!
There's extensive documentation and tutorials available to guide you, including several long-running series, starting a project from scratch, building it piece by piece.
See ORK 3 in action and download the 3D RPG Playground or 3D Action RPG Unity project.
Join ORK's friendly community and get support in the support forum.
Documentation & Tutorials
ORK 3's guide is filled with extensive documentation and tutorials .
Learn creating projects from scratch in long form tutorial series, e.g. setting up a status system or 3D RPG with turn based or active time battles.
Looking for action combat? Check out the 3D Action RPG series.
Go easy on those dimensions? Take a look at the 2D Grid Battle RPG series.
The highly flexible status system can be set up as simple or complex as you need it for your game.
Status values are used to set up your usual health, MP, experience, attack, strength and any other number-based value representing a status. Need 3 different health stats, one of them killing the combatant when depleted? ORK's got your back! You can also set up barrier values to shield other status values from negative changes.
Status development can be handled in different ways, e.g. using a curve, formulas, purchased for experience/items/etc. or using custom systems via schematics.
Abilities define your attacks and skills - physical, magical, melee, ranged or passive (e.g. giving bonuses). Animate and extend your abilities using schematics, e.g. to capture enemies.
Other status system features:
- status effects
- status bonuses
- status conditions
ORK 3 includes 4 different battle systems :
- Turn Based
- Active Time
- Real Time
Each system can be tweaked to your needs, you can even set up different variants of each system. You can even use multiple systems in one game, or change the system of a running battle on the fly!
Additionally, you can use battle grids in all battle systems.
There are also different ways to add battles to your game - placed battles, random battle areas, spawned enemies hunting the player or just a continous real time battle in the scene.
The inventory system contains everything you need. Supports optional inventory slots, space limits, stack limits and many more features.
- multiple currencies
- equipable AI
Items, equipment, etc. can be dropped into the scene (e.g. by killed enemies or from the player's inventory), items in the world can be collected, item boxes can be used to store items.
Here are some of the other systems included in ORK 3:
- battle AI
- move AI
- inputs and control maps
- formations and grid formations
- research trees
- shortcut slots
- loot tables
Includes multiple built-in player and camera controls , e.g. button or mouse movement, first person or top down camera.
You can also use any custom controls with ORK Framework.
Set up your systems and create your data (items, abilities, etc.) in the powerful editor . The editor comes with many quality-of-life features, e.g. searchable popups, (optional) backups or export/import of language data.
The modular UI system can be switched out or extended based on your needs.
Create dialogues, menus , battle menus , shops and different kinds of HUDs (e.g. quest , combatant status or timebar ).
Use your status values and other things (e.g. variables, entries from CSV files and more) in node-based formulas to calculate values, e.g. damage calculation, hit/critical chances or the turn order in turn based battles ( examples ).
ORK 3 uses Makinom's schematic system to animate battles (battle start/end transitions, using individual abilities, items, etc.), .
Schematics are reusable, node-based blueprints of what you want to do. They work similar to flow charts, each node performs a task and decides the next node that'll be executed - e.g. playing an attack animation, spawning a prefab or moving the camera or a game object.
Makinom 2 Pro included
ORK 3 is built upon Makinom 2's powerful editor and features.
Makinom 2 Pro is included in your ORK 3 package!
Full Source Code Included
Includes the full source code for ORK 3 and Makinom 2.
Officially supports building for Windows, Mac, Android and iOS.
Supports 2D and 3D games.
Purchasing a license of ORK Framework 3 grants you access to updates for at least 2 year - e.g. if you purchased ORK 3 on 2022-01-31, you'll get free updates at least until 2024-01-31.
ORK 3 is an editor extension and doesn't contain any other assets. You can download completed tutorial projects to quickly check out working setups.