Guardian’s Guide Dev Blog 6: Upgrade To Ork Framework 3

It has been quite some time since I’ve done a major update for Guardian’s Guide. Around 8 months actually. There is a reason! I have been waiting for the official release of the new framework I’ve been using. Well, that release was earlier this week and now I’m finally ready to fully talk about what I’ve done since the last major update.

If this is your first time here, I’m currently in the process of making a daughter raising sim/RPG called Guardian’s Guide. The major and minor updates are meant to document the process until official release.

The video gives you a general telling of the decision I made but I want to break things down better in writing.

Back in early 2021, I knew Ork Framework 3 was in the works. The main reason I wanted to upgrade was the potential it could be much easier to create UI than in Ork 2. I believed this because Ork 3 uses a newer version of another tool called Makinom as it’s ground work and the creator later explained how he planned to change the implementation of UI creation.

Around mid 2021, I finally got my hands on the beta and I immediately knew I HAD to change my project to this version. Yes, I lost development time thanks to this migration but it was worth it. The difference in capability is immense. I didn’t mention any of the framework differences in the video but here I will mention just a few I’m really excited about.

  1. Variable List (Lists weren’t available in Ork 2)
  2. More control over string values (such as appending/concat)
  3. Support for Text Mesh Pro as default
  4. Event Listeners (events are auto called when a variable changes [or item/equipment/quest/ etc. changes])<–this is huge!!
  5. Much better control over data in the UI (Endless # sub sections for items/users/quest)
  6. Language Support (export and import of CSV files)
  7. Better Management of Battle Systems
  8. Solutions for a variety of problems such as movement, animation, pooling, path finding, steering, etc.
  9. Manual saving/loading variable data

That’s just the new stuff on top of what Ork Framework already offers.

As I mentioned in the videos, the changes I’ve made are mostly cosmetic. Better art, better animation, new icons and redesigned UI. I’ve also added full support for keyboard and controller. I use this all the time since getting around with buttons is some times faster.

Now that I’ve fully moved to the new framework, I don’t plan to make any more major shifts in development, nor do I have to worry about project breaking updates. My next major update is to get a working exploration and battle system show case. I want to show off the game in it’s entirety so people can know what to expect. Don’t worry, that update won’t take another half year. 😀

Guardian’s Guide Dev Blog 5: Jobs

This is the 5th major development blog for the game Guardian’s Guide. If this is your first time reading our dev blogs here is a link to all the previous blogs. Previously we went over the home screen, budget system, personality traits, parties and battle stats. This post will go over jobs.

Jobs are the main method for making money in this game. There is a total of 12 different jobs you can choose from.

Each week you will pick one job at the cost of half your base Vitality. Since jobs only consume the base value of Vitality, you could, for example, temporally increase the max value to have more available for weekend activities such as exploring.

The wage of any job is directly influenced by Proficiency, Effort, Bonus, Personality and a based wage value that grows over time.

If I had to list the orders of important for increasing the wage it would be: Bonus, Effort, Proficiency, then Recommended Personality.

All jobs start at the same wage with the exception of civil servant which is higher due to it’s limited growth attribute. Most of the jobs increase at least two attributes each time you work them. The exceptions to this rule being civil servant and farmer.

Bonuses are given to you on special occasions or as a gift for helping the job owner outside of work. Proficiency increases each time you work the job, along with attributes. Effort is predominantly the results of the current health and mood of your daughter. Proficiency and personality also play a small part in affecting her effort.

Out of all the values here, effort is the one you want to pay the most attention too since it fluctuates the most from week to week.

The job animation event reflects the effort percentage. If the effort is low, it will show more negative days, and vice versa. Non the less, the animation doesn’t effect anything in game. You can skip the animation if you click the “>>>” button. Once the animation is complete you are rewarded with payment, proficiency increase, attribute increase, and loss of vitality. You are returned home and the week goes into the weekend.

During the weekend you can shop, explore the city or complete quests. The majority of events will happen during the weekend. Some major events or holidays will take place during the entire week but that will be exception not the rule.

That’s everything covering jobs. I have more content to show off in the future but for now stay well friends.

Guardian’s Guide Dev Blog 4: Party and Status

This is the 4th monthly development blog for the game Guardian’s Guide. If this is your first time reading our dev blogs you can get caught up from the first 3 blogs at this link. In previous posts I discussed the home screen, budget system and personality traits. This update we are going over the party and status screen.

As usually, I cover most of everything in the video so I’ll briefly go over details for those who prefer reading.

The party menu is where you go to change party members or check their general status. In the beginning of the game you can recruit up to 2 other party members. Once you go pass that limit any additional members will be sent to reserve. Party members are referred to as companions. Companions are made up of the monsters you fight while exploring. They become recruitable after you defeat them once. NPCs may join you party as “extra” members due to a quest or event.

The status menu displays general information of each party member pertaining to exploration and battles. This information includes equipment, skills, battle stats and attributes. Here is a break down of each stat.

Stamina: Directly affects Hp by percentage. Also increases vitality.

Command: Determines if you can recruit a companion. Also affects attack/magic and defense/mag def.

Strength: Directly affects Attack by percentage.

Intelligence: Directly affects Magic by percentage.

Willpower: Directly affects Defense by percentage.

Perception: Directly affects Magic Defense by percentage.

Hp: Battle Health

Ap S/R/M: Action point Start/Recover/Max. Ap is used for skills in battle.

Attack: Physical Damage

Defense: Physical Protection Rate

Magic Attack: Magic Damage

Magical Defense: Magical Protection Rate

Speed: Determines battle order.

Critical Chance/Rate: The chance for a critical attack and the percentage(rate) of more damage that can be done.

Contrary to RPG convention, there are no levels in this game. Everything is stats and equipment based. This is by design. The skills and equipment can be added and removed at will. There are 4 categories of equipment in this game. They are listed starting from the top: Weapon, Outfit, Accessories and Titles. Every battle related stat and some non battle related stats can be affected by equipment and skills.

That about covers the party and status for now. Unless something changes I will be covering the job system next month. These monthly updates are all leading up to the day I can showcase the introduction of the game and give you guys a real glimpse of how this game will play.

If you can’t wait that long to see how this game works you’re very welcomed to join us by becoming a member and supporting the development at

That is all I have for this update, be well friends and stay safe.


Guardian’s Guide Dev Blog 3: Budget and Personality

Greetings, this is the 3rd development blog for the game Guardian’s Guide. If you are new to this series you can check out the first blog here. On the second blog we went over the home screen. In this blog we are going over the budget and personality screen.

Most of this information is covered in the video so I will just highlight the important parts.

The budget system is a method for directly influencing the condition and mood of your daughter each week. The default budget is Budget Plan 100. Any deviation from this will multiply the cost of the budget. For example, Budget Plan 50 is half the price of Budget Plan 100. Likewise, Budget Plan 150 is 1.5x the price of Budget Plan 100.

Adding food is a method to predominantly affect her condition. If you were to add a healthy food for instance, her condition might increase. Or if you were to add sweets, her condition could decrease. But this might also result in her mood improving.

Adding hygiene products equally affects her mood and condition. To put it simply, the higher-quality the products you use, the better it will affect her. 

Adding housing products predominantly affects her mood.

Assortments work like a wild card. You can add either food, hygiene or housing products into assortment. There are also specialized items that can only be placed into assortments.

Along with affecting mood and condition, some of the items will affect other stats. For instance, a certain food item might increase your stamina for the week. Or a certain hygiene product might increase your chance of getting a bonus on a particular job.

The food, hygiene, and housing products have what is called a shelf life. After a fixed number of weeks the products become useless and you can no longer use them. Food has the shortest shelf life, they are consumed in a single week if used, but generally only last between 1 and 3 weeks if not used. Hygiene products will last between 1 weeks to 8+ weeks. (depends on the quality) Housing products have the longest shelf life but have a tendency to break if used consistently. Both Hygiene and housing have their shelf life consumption doubled when in use.

If a product becomes useless you will be able to sell it to get at least half back of what you paid, so it won’t be a complete loss. But you should be cautious of what you buy to not waste your money.

The window on the right controls the personality of your daughter. It’s a pretty simple and straightforward approach. You just set the attributes you want to develop and each week it goes up by a fixed amount. 

As your daughter grows the personality traits begin to reveal themselves with each new situation she’s in. For example, If you’re in a situation that involves saving your life or helping another, you might get a unique menu option that will only show up if you put points into “altruist” or “narcissist”. Likewise, your daughter will begin to say things on her own purely based on the personality traits you foster.

As I mentioned in the video, there is no punishment or reward for choosing one trait over another. So just pick whatever you want and have fun with it.

Once the personalities reach a certain threshold you will unlock a unique title. These titles will provide unique rewards such as illustrations, upgrades and special events.

The button to the top right showcases the job proficiency. The longer you work a job the higher the proficiency increases. I will go into more detail when I start showcasing all the jobs.

That covers all I want to discuss for this monthly blog. As for the next month, I’m uncertain what I want to discuss next. It will most likely be some of the general screens like Supply and Activities.

Regardless of what comes next, if you want access to the information before it appears in the monthly update consider becoming a member at Your support will directly help with the development of this game and future projects.

That is all I have for this update, until the next one, stay well my friends.


Guardian’s Guide Dev Blog #2: Home

Hello and welcome to the second dev blog for Guardian’s Guide. If you missed the introduction to this game please check out the first dev blog here. It will get you up to date. In this post we are looking at the home screen for Guardian’s Guide. I go over most of everything in the video above so I will post the image of the home screen below and just highlight some of the important bits following the image.

The game works in weeks instead of days. Each week you work a job and on the weekends you can explore, visit people, shop, take care of home duties, take on quests or take a vacation. You can name yourself and your daughter. You can also give your daughter a birthday. Mood and Condition changes based on a series of actions or events. Note is the currency in this game. You can accumulate notes through jobs, quest, selling loot from exploring and other random events. Stamina is vital for jobs and exploration. Once you run out of stamina, you will need to start a new week to recovery it.

Height, Weight, Bust, Waist and Hip rises as she ages. You can also give her specific food that affect these values. Upcoming Events is a list of events that happen throughout an entire year. Not every event is listed, some will show at a later date or will be a fixed date. Most of the events will be optional. At least that’s the plan. Resident Interaction is for direct communication with people in your home. This includes your daughter and those who visit your home throughout the game.

The background is the daughter’s bedroom and won’t change throughout the game. The daughter, on the other hand, will change. The age range for this game is 11-18, that will be 7 years of growth, not including the 18th year. Not only will there be 8 difference illustrations for each age but there will be illustrations based on the decisions you make for her future.

If you haven’t watched the video I go over more detail of each part of the home screen and give you a demonstration of the Resident Interaction. Next month I plan to go over “Budget”. It is the next most important screen in the game. (well, all the screens are pretty important)

If you want weekly updates as well as getting information before it makes it to the monthly update please consider becoming a member at Your support will directly help with the development of this game and future projects.

That is all I have for this update, until the next one, stay well my friends.

Guardian’s Guide Dev Blog #1: Origins

This is the first official development blog for Guardian’s Guide. In this game you take on the role as guardian, tasked with the duty of raising your daughter from adolescence into adulthood. This project is inspired by the Princess Maker series, so a lot of cues were taken from it in the process of designing this game. The best description for this game is “daughter raising simulation/role playing game”.

I will use these blogs to slowly reveal information about the game while giving details of the work being done behind the scenes as this game grows to completion. Here are a few details I didn’t mention in the video. The game is being developed for PC only at the moment. The game will support up to 4K resolution. The music you hear in the background of the video is the main theme of the game.

This blog will be released alongside the monthly video releases. The things I might forget to mention in the video will be posted here. I will also include images you see in the video posted here as well. Speaking of that, here are the images of the city and the continent that was mentioned in the video.

Starting from the center you have the government buildings, then the affluent directly to the north, then the merchants to the south, followed by the commoners surrounding the inner walls, and lastly the farmers on the outskirts of the city.

Exploration is a big part of the game. This is where most of the RPG elements will come into play.

I’ve spent the last few weeks preparing this website so there hasn’t been a lot of time to work directly on the game. Starting this month I will begin to roll out regular updates on a weekly and monthly basis.

 The monthly updates will be available for all and will include both a blog post and a video. But if you want a more detailed week by week update then please consider becoming a member. Your support will greatly help in completing this game in a timely fashion. Until the next monthly update comes around, stay well my friends.