Welcome Folks and Happy 2021, and how good does it feel to be finally well out of 2020?!
Thanks for bearing with us while we got this you, we missed December's update, but here we are, back in the swing of things, and so finally here is your back-to-regular dev update!
Give me an 'A', give me an 'I', what does that Spell?!
The default way to change any NPC behaviour is still as it has always been, changing the world states. Only in specific situations should changing the goals or actions be needed, but this is now possible by adding or removing them during runtime and allows for much more complex behaviour. Changing Goals should be used rarely, as it is seen as a more permanent change to the NPC behaviour. It's important to keep the following concepts in mind to understand the best way to change an NPC behaviour:
But of course this flexibility also means that is important to be careful with the complexity of the NPC definition, it could get a bit confusing in the best way to accomplishing some results and also could be hard to track why the NPC is behaving in some way. So to simplify we think the best way to approach the changing in the NPC behaviour in runtime is trying to change the world states first (but being careful to not have to many different states), next is the actions (that are especially handy for use specific items and skills), and the last one is the goals (that need to be used very carefully because a minor change can change the NPC behaviour drastically). Hopefully this model will provide some exciting opportunities for us in design and for modders too!
We also replaced the old Lua API call for altering a character's motivation value with a new generic system which allows for checking, and setting, any of the stats an AI might have.
The U in Usablility
Since the last blog post, we've spent some time fixing some usability
issues on the UI side. Mainly, we've added automatic scrolling to UI for
use with gamepad controls, removing the need to use scrollbars, which
then simplifies the navigation across the UI. To go with that, we've
updated lots of the UI across the game, also fixing some selection
issues and improving on the mouse cursor autohide system to further
smooth the controls and especially switching between input methods.
While these might not sound like big changes, they certainly have made
the user experience a lot smoother...
Paperwork for a good cause!
No Tofu!
The Beginning and The End
Changelist
Content (Level Design and Art)
- Design for the Harbour level passenger terminal / offices building
- Replaced messages that were written for old SMS system with proper single-message conversations
- Courthouse initial puzzles done
- Taking the scene from prototype to production and playable instead of just a cutscene
- Broke up Court House Level into two levels
Controls and UX
- Autoscrolling in UI
- Usability improvements especially on a gamepad for any scrolling UI
- Greatly improves device UIs since it means we can make their scrollbars un-selectable on a gamepad, simplifying the navigation in that window
AI
- AI Goal and Action improvements for flexibility
- AI Debug system improved (with more information and in a clear format)
Modding and Lua API additions
- Lua API support for setting/getting NPC AI stat values
- We used to have AI.AlterNPCMotivation(name, value) specifically for setting motivation stat value, this replaces it with a generic AI.AlterNPCStat(name, stat, value) usable for all the stats an AI might have
- Lua support for Unity timeline and firing Lua functions from it (use wisely!)
- Lua Console app for testing any line of lua anywhere in the game
- Bug fixes related with the AI and save system
- Fixed issues with mouse cursor autohide/show system when switching between mouse/kb and gamepad controls
- Year end accounts and VGTR
- A few small work-for-hire jobs
- Blender for Animators Lectures
- New Ideas Fund application and grant
Hopefully that catches you up on OFF GRID development. It's been a tough 2020 for us, especially the second half of it. Safe to say, the world has been turned upside down and that had an impact on some of our families and how we managed running businesses and looking after our loved ones. Obviously OFF GRID is continuing development but running behind at this point, luckily we have at every turn been ahead of the punches and come up with game plans to make sure we could continue sustainably, and deliver OFF GRID come what may.
For our little studio this has meant tightening our belts at the couple of junctures when we have found we were behind our anticipated milestones, tightening scope, bringing in some part time work-for-hire contracts to top up the coffers, and scaling the team down so we could operate in a lean and efficient way. The knock-on effect of shrinking the team for sustainability is it means things take longer, but it has the benefit of meaning you can roll with the punches and survive more easily.
The three of us, Pontus, Andre, and Rich are still working hard on dev, bringing you the best game possible, and one thing is clear, with our great little team, OFF GRID is going to be everything it deserves to be, and that you deserve it to be for supporting us. Thank you so much and looking forward to showing you more over the coming months!
If you haven’t already - be sure to wishlist Off Grid on Steam - each wishlist makes a big difference to us, and we really appreciate your support!