Showing posts with label indiegames. Show all posts
Showing posts with label indiegames. Show all posts

Tuesday, 16 October 2018

Almost 70% funded in 7 days!

We’ve been Kickstarting for a week and we’re ALMOST 70% funded!  Nearly 70% in seven days is absolutely astounding. Thank you all SO much!

It’s been excellent to hear from backers and hugely exciting to get feedback from those of you that have played the demo.  We’ve gotten our first Let’s Plays, and overall, we are feeling pretty good about week one!

Now for week two! 

There’s a few fun things going on this week - Rich is Sweden for the Sweden Games Conference. The conference theme is ‘Games and Politics: Reflections on power, play & changing perspectives'... and we fit the bill!   Rich was invited to speak AND Off Grid was selected to be on the show floor as part of Indiecator - a showcase dedicated to indie games!



If you’re in London - Off Grid is also on show as part of Inside Intel - an exhibition of contemporary artworks, design objects and digital assets brought together to investigate the confusion sewn by an increasingly partisan media, sinister new technologies and the culture of official secrecy and widespread surveillance. The exhibition forms part of the 2018 Centre for Investigative Journalism’s Logan Symposium: Conspiracy.  If the theme of our game is what’s piqued your interest - go check it out as it looks seriously cool!  Plus it’s free!



We want to keep momentum for the campaign going - and we need you to help.  Please continue to share, share, share.  Remember, it’s an all-or-nothing campaign, so we must hit our target in order to recieve the funding and fulfil the rewards.  Keep on sharing, shouting, and spreading the word for us!    

Thanks again for an incredible first week, backers!  

The Off Grid Team

P.S.  Have you joined our Discord?  Check it out:  http://discordapp.com/invite/NDEVwBJ

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!

Tuesday, 9 October 2018

OFF GRID IS LIVE ON KICKSTARTER!

The moment we've all been waiting for:  Off Grid is now LIVE ON KICKSTARTER!

That means you now have the opportunity to:

-PLAY A FREE DEMO OF OFF GRID
-Secure your copy from as little as £8 (the SUPER EARLY BIRD deal is a steal!)
-Get your name or handle in the game
-Help shape the game via our FIRST ACCESS program (back at the PENTESTER level)
-Snag some official OFF GRID merch!



We are SO excited to bring you Off Grid!   To play the demo, visit the kickstarter campaign page and follow the link to the demo!

Help us make noise! 

Here's all the links you need: 


Website: http://offgridthegame.com/

DevBlog:  https://offgridthegame.blogspot.com/

Steam:  https://store.steampowered.com/app/526720/Off_Grid/

Kickstarter:  http://offgridthegame.com/kickstarter


Tweet suggestions: 


Support OFF GRID:  A game about data privacy and mass surveillance.

Launching on #kickstarter today with playable demo!
http://offgridthegame.com/kickstarter
#offgridthegame

OFF GRID: A stealth hacking adventure where data is your most powerful weapon.
LIVE ON KICKSTARTER TODAY!
http://offgridthegame.com/kickstarter
#offgridthegame

Hack like you have to.  Game the system.  Don't get caught - your daughter needs you.
Support @OffGridTheGame on Kickstarter TODAY!  LIVE AT 4PM BST!
http://offgridthegame.com/kickstarter
#offgridthegame



Thank you!

The Off Grid Team

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!

Tuesday, 25 September 2018

Off Grid is Kickstarting!


BIG NEWS! We'll be running a Kickstarter campaign in October!



 Get ready for:

  • a playable demo
  • the first ever opportunity to secure a copy of Off Grid
  • a chance to get behind the scenes and help shape the game

The Kickstarter will go live:

Tuesday, October 9th


Please consider backing us if you are able! If you're not able to, please share, share, share.  Every pledge, like, wishlist and follow means a lot!

We'll be asking for feedback on our campaign via Discord this week - hop on in there to get a preview of the campaign & tell us what you think: https://discordapp.com/invite/NDEVwBJ


Join the mailing list for news and updates at http://offgridthegame.com/newsletter

We can't wait to share the campaign with you.

Thanks everyone!

The Off Grid Team





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!

Monday, 3 September 2018

Discord = OPEN! Dev chat TODAY 9pm BST / 4pm EDT

Good news!

We've been having fun today with a little soft launch of the Semaeopus discord server!

We invited our newsletter subscribers in for a little *exclusive* dev AMA session earlier - and now we're ready to welcome the rest of you out there in the big, wide world.

Join us in Discord!


https://discord.gg/NDEVwBJ

Get your questions ready...


The devs will be online again at 9pm BST / 4pm EDT / 1pm PDT today to welcome you and answer any qestions you have!


Look forward to chatting with you soon!


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!

Friday, 25 May 2018

Saving (and Loading!)

Hi all - Steve here.  I’m a programmer working on Off Grid - and I’ve had the pleasure of working on save systems recently.  :)

Ha!  This is really one of the short straws of game development.  When I was at Sony, it was almost a rite of passage; these were the days that not only did you have to save and load, but you were responsible for ensuring things didn’t die when the memory card (remember those?) was pulled out mid-operation.

Prior to this month, we had the beginnings of a save system in place, but were aware that certain things didn’t seem to be working quite as they should - so I took a look.


What I discovered was that we kept a save in memory as well as writing it to disk.  This is a good thing - loading a checkpoint is faster.  But a side effect was that there were two code paths to reinstating a save - to load it from disk, or to just reference the save data as game data.  The danger with this is that the in-memory data can reference ‘live’ game data, which means the save on disk diverges with this during gameplay.  Lots of copying data later, the bits that weren’t working quite correctly now seem much happier.

The other work I’ve done was on a system level.  Saving and loading requires making a list of all the files available. Previously, we loaded all of these into memory - but as we cannot know how big they’re going to be, this will eventually cause us all sorts of problems. I’ve instead created a header at the top of each save file, containing the information we need to present to the player. Load the first 1000 bytes or so of each file, grab the header, close the file.

Saving and loading done then? Certainly not!  We will still have new data that needs to be added to our save structure, and I bet there are still some bugs in there.  But I’m confident that we are on firmer ground than we were a month ago.

Til next time!

Steve

Friday, 20 October 2017

What do you call one of the top ten best games at EGX?! OFF GRID!

Yes, you read that right!  Off Grid snagged a pretty sweet accolade over the four days at EGX:  Eurogamer staff rated Off Grid as one of the top ten games on the show floor.  Read the article in full here.

Here’s the write up on Off Grid (complete with a pretty accurate description of Rich and his conversational skills!):


While that accolade was certainly the highlight of our EGX experience this year - plenty of other great things happened over the four days:

Off Grid’s Twitch Debut



Thursday kicked off with an interview and live play through of Off Grid on the Twitch Stage.  Rich talked to CaffCast and Spamfish in a livestream to over 2000 viewers - a first for both Rich and the game!  Watch it here.

We now have our own twitch channel - be sure to subscribe!  Rich took the opportunity to do some behind the scenes streaming while at EGX, so go have a gander at those if you’re interested.  In the future, we hope to use it to do playthroughs of Off Grid, talk in more depth about our development process, and perhaps about some of the inspiration and influences behind the the game itself.

The Geek Show

Pontus (not often seen on camera!) was interviewed by The Geek Show for their podcast and YouTube channel.  Get your glimpse of one of the powerhouses behind Off Grid here:



Friendly banter with the NCA

The National Crime Agency (NCA) had a stand at EGX and were handing out helpful information to all inquisitive passersby - including literature on the Computer Misuse Act and an NCA challenge.


Here’s a little closeup of their handout:


Big Red Barrel Duet with Yucatan Game

Fellow indie dev and Leftfield Collection exhibitor, Joe Bain, and Rich Metson were interviewed by the kind folks at Big Red Barrel.

They’ve put together a special EGX podcast, jam packed with all their favorite games.  Listen in at about 56 minutes for the very best bits! ;)

What else did we love about EGX?

You’re right, we already said the highlight was being picked as ONE OF THE TOP TEN GAMES OF THE SHOW!  :D  That’s totally true - it is awesome.

Off Grid was also highlighted in OuttaSite’s indie picks at EGX, and the VGChartz write up, Games to Watch Out for from EGX.

But what else did we love about EGX and our participation in Leftfield Collection?  Watching YOU play the game!


It’s always a treat to see how players make their way through the latest build - taking note what they find interesting and engaging, and what might be quickly passed over.

This year marked ten years of Leftfield at EGX - that’s ten years of showcasing great indie games alongside all the big hitters - thanks to David Hayward for all the effort supporting indie developers!

Wednesday, 5 July 2017

Off Grid Sprint Update 05.07.2017 - Modder-dod-a-ding-dong

We have spent the month hard at working putting together new changes to the game’s interface and the modding tools. We have also brought our wiki documentation forward so that it is usable because we have had our first modder working with us this month!

Our First Modder

We were lucky enough to be contacted out of the blue by Dominic who goes to college not far away from the studio and was looking for a place he could do work experience at a games studio. We jumped at the chance as many of us got our first breaks in life through being bold and asking
for work on a whim and we were glad to be able to offer the opportunity.

Dominic has been testing our modding tools and helping write up documentation on our wiki on how to use them this last week, but we’ll let him tell you what he has been up to…

Wednesday, 3 February 2016

Off Grid Sprint Update 3.2.2016 - Beginning of a New Era

It’s been a while since our last development update, but there’s a good reason for that… (And it’s not just the holidays we spent recovering from last year and doing a bit of research and planning). Be warned, though, this is going to be a long post!

Christmas is a time for modding “research” (and sharing of course)


We have been aiming to open up Off Grid to modders in as many ways as is possible and manageable for a small team like ours, and so the sprint over the Christmas break seemed like a good time to do some “research” by messing about in some of our favourite moddable games made by small(ish) teams.


We had a gander at games like Kerbal Space Program, and Cities:Skylines, who develop using Unity and have opened up a huge amount of their C# API to modders, but also, more interestingly, KSP and other titles are using Unity itself as the level editor for players (due to it being free to download and use - why build your own?!). As far as data and code modding goes, we started small with a tool mod for Starbound (making the most powerful hammer in the known universe seemed like an important contribution to make ;P) and built up to looking at the quest, codec and dungeon modding structure to see what the good folks at Chucklefish have opened up with JSON and Lua for players to tell their own stories through missions and content.



Happily enough, it would seem the .xml data structures we are using already to store things like NPC personalities and the in game hackable DataPoints (text messages, emails etc.) will hopefully lend themselves quite nicely to a similar approach, and so next sprint we went into for January has been partially targeted at implementing a first pass at Lua scripting for character interactions with the aim of them being moddable… but I suppose we are getting ahead of ourselves…

UK Games Fund

We’d better start with the big news. We recently received a grant from the UK Games Fund to further develop our game prototype. This of course meant some of what we had planned for January needed to go on hold, and instead, we needed to sit down and think through the best ways to use that money. We decided we’ll use it to build some of the missing things that require the most help from outside of our small two-man company, setting things up for level editing & modding support, and dealing with our interactive story introduction and tutorial, which will require good amount of animation, motion capture, and of course sound…

Updating the tech

To get started with this plan we realised it’s time to get our tech up to the latest versions. We’ve been in limbo with the old Unity 4 this far, as we knew the upgrade would require roughly a week of rewriting and refactoring of code due to the way Unity does some things changing significantly. The upgrade also required us to update the sound engine we are using, Wwise. And to do that we needed to get our sound designer to come along and make sure everything is still working like it should.

So, now that’s done, we are running latest Wwise, compatible with Unity 5, and also with the support for building audio for Linux. On top of that we also got our sound banks changed to a better compressed format, shrinking the game builds from around 1.2GB down to less than 400MB. That’s going to make things a lot easier to send over the Internet…


With Wwise up to date we finally had a chance to look at Unity itself. Moving things from one major game engine version to next one isn’t the simplest of tasks, and there are limits to what Unity’s automatic migration tools can do. We ended creating a separate copy of the project and testing different approaches to figure out the exact route we’d need to take to get everything running. A few days fiddling, hours of carefully reading through Unity’s change lists and a couple of tries later, thousands of compile errors in our Unity console had narrowed down to few warnings and things were good to go on the main project.

The main hurdle was dealing with any plugins we had around, sadly Unity doesn’t have much for package management or version control for them yet, so lots of the upgrades were a question of searching for any plugin files, deleting it from the project and importing it back again, moving things around by hand, and generally just guessing and trying until they were all running again.

There were also plenty of new changes from Unity’s side, inverse kinematics needed to be handled in different way so our character controller scripts needed a bit of reorganising. There were a good few simple fixes, things like level loading, and how transparency is handled in shaders, had changed and just needed us tickling a few lines here and there. However what created a bit more difficulty was that the way fog is handled is quite different now, and the shader effect we used for our data view relied on reading Unity’s fog settings to fade the data view out over distance. With a bit more research we now have new version of that shader, this time just calculating the distance from camera to which ever vertex it’s drawing on screen. Seems to look even better than what we had before so that was definitely worth having to rethink the effect and shader mechanics.

…and of course the light and lightmaps changed, as did navigation and occlusion culling and everything else. So all of those systems had to be re-tweaked and baked again to get things moving and looking like they should.



So after all that, things are now more or less up and running with the new engine version, and we are finally able to benefit from all the new features and improvements in Unity 5. There are a few issues that still need ironing out, the small differences in physics require adjusting things here and there, and we’ll probably want to redo our lights and take a better look at our camera settings at some point. But we’ll get those sorted out over time, and new Unity features like multi-scene editing are already making our life easier. And of course things will only get better when we have time to update our rendering setup and other camera effects to get all the benefits of Unity 5’s new lights and visuals.

(And with the sound engine up to date we can now finally make the Linux builds *WITH SOUND* that we’ve been promising all this time. That alone makes the upgrade worth it…)

Lua everywhere

Our old mission system relied on a bunch of custom C# code all around various objects and components in the level - a quick and dirty prototype hack essentially. Not the best setup even from our point of view, but completely impossible for doing any level editing support. The plan was to restructure all that into a single script, but to make things even better we decided to build it with the future modders and level creators in mind.
We always had the plan of using Lua scripts in data to allow triggering custom behaviours and reactions when the files are sent to different characters and devices. So if there’s going to be Lua support in the project, why not build the level & mission scripts around it as well? After all it’s an easy-to-read way of defining any data and at the same time a very flexible language for scripting even complicated mission progressions.


We’ve used another Lua integration package before, but for Off Grid we ended up picking up the very nice MoonSharp. Setting things up was a breeze, and we now have the first version of Lua-based mission scripting working. The long-term plan is to also allow defining most of the character spawn locations, items and data used in levels etc. in the same file, so that’s what we’ll try to get running this next month.


Oh, and while doing that, we also got the Lua support for any network devices in the game done. So DataPoints now have the option of pointing to a Lua file as well, and when any NetDevice receives the file it can run the Lua script to trigger different things. That has already ended up being part of the new way missions are running, but we’ll definitely find more interesting ways of using the feature (TROJAN anyone?!). And obviously connecting that with the AI to trigger character behaviours is on the plans as well, although we’ll have to see if it gets done in the next sprint as part of the level editing/modding work or if we’ll have to work on it a bit later.

Setting up a story


Hopefully the test base for the Lua and modding features will be (at least partially) building the interactive intro with the modding tools. Those of you who have played the early incarnations of the demo will remember the little storyboard/animatic at the beginning. Well, here it is in the flesh, sitting in Unity and waiting to be brought to life!



We spent a some of this last sprint setting up the Apartment scene, cleaning up models and lighting it. there is still a long way to go, but it’s great to see this new scene starting to take shape, we can’t wait to throw some code on all the objects in here!

…and then some small stuff:


Encrypting data files will now automatically generate proper encrypted-looking content, with all the PGP version tags and such in place. This means we don’t have to type all that random stuff by hand any more, and of course it’s also required for any dynamically-created data, like the procedural text messages we are sending to our NPCs…

That’s it for this time, we’ll be back in a month’s time, hopefully with some more news about how our level editing & modding tools and intro/tutorial scene are coming along!

Friday, 4 September 2015

Sprint Update 04.9.2015 - Experiments and future content



Hello there, long time no talk!

We’ve been away on our summer holidays, Pontus headed back to Finland to catch up with family, and rich got married for the second time (to the same person). We’ve had some contract work to do to keep the wolves at bay, but fret not we have been continuing away on off grid development in the background! and so here is an overdue catch up on what we’ve been up to…
Rich took the opportunity to use some of the time for getting back in tune with a pencil and paper and wrote the first draft for the Off Grid script. As you may know we have had the premise and the major characters fleshed out for some time but the new script ties together all the current designs for future levels and features with a coherent narrative, and pretty much lays out the entire player journey for the main story missions. This has been really helpful already for working out what to prioritize in the next levels we are prototyping, and what the player journey for the game is in relation to the character’s development.

Tuesday, 23 June 2015

Sprint Update 23.6.2015 - A.I. Guards have needs too!

Once again we’ve had a longer sprint, with plenty of new things and changes added to the game.



Motivational breaks

This sprint we’ve been working on adding a bit more depth to our artificial intelligence. The idea is that based on character personalities, they have different needs and default values, keeping track of their motivation, alertness, amount of coffee needed for them to stay awake and so on.
So, to start building complexity, our AI guards will now keep track of their current motivation level, decreasing it slowly as they do their normal, boring patrol duty. And once the motivation level reaches zero, they really don’t feel like patrolling any more and instead decide that it’s time for a short break.

Wednesday, 15 April 2015

Sprint Update 15.04.2015 - Encrypted Spring Cleaning

Our files and folders are once again blooming, and a prune here and there over the last sprint has helped everything burst tidily into spring!


When you are making an indie game that has a longer production lifetime than a couple of months, and more than one team member on that game, it can be pretty surprising how much project management and organization is required. That is why larger companies (that are well run) are more economically viable up to a point, as you can dedicate a role to handling much of the admin and smooth running of a company and its production schedule.

Monday, 9 February 2015

Sprint Update 09.02.2015 - XML Heaven

Some nice progress on editor tools and paving the way for player modding of NPCs and data content in the game…and we managed to get out of the proverbial ‘indie-office’ (our sofas, indie co-working, London Gamespace etc.) and into the real world for a bit too!

The Future of the Darknet

 



Saturday, 1 November 2014

The first Off Grid Sprint Update



We decided that it would be a good idea to start writing more regular updates about what we’ve been up to - and what better time than every time we close a sprint in our development and start a new one?!  So, here’s the first ever public Off Grid sprint update.

More data mechanics!

Our main goal for the last sprint (and one before that) has been on improving the data-related game mechanics we have.  We’ve been busy coming up with new ideas for how data could be used in the game, and designing the underlying systems that would allow us to build a wide variety of interesting interactions around the data that exists in the game world (and that characters create when using their mobile devices, key cards, computers and so on).

Even creepier surveillance system

Our equivalent of the real-world PRISM, the system that tracks all data left behind by the player and all the other characters, needed updating to allow it to also track non-living data sources - phones, key cards, computers and other devices. So, no matter what the source of the data

Thursday, 10 April 2014

‘Bolum Sonu Canavari’


We got featured on ‘Bolum Sonu Canavari’, a well known Turkish gaming site, and kindly a friend of mine has done a rough translation into English for us! Enjoy!

Thursday, 3 October 2013

Eurogamer Roundup:



Our first fully playable prototype for ‘Off Grid’ demoed at Eurogamer Expo in London last week, we met some amazing folks, had people write and tweet about us, and we managed to get the build into the hands of lots of kind and willing gamers!

It was great to hear what people thought, see them enjoying the gameplay, and take note of the things that will be our first port of call in the next development phase.

This last month has been particularly tough, with Pontus and I pushing ourselves to get the game from being a disparate set of systems and prototypes and into a single, functioning level, and so the last couple of days have been pretty damn good for rest and reflection.

Eurogamer was a great reminder of the big picture. I can safely say we couldn’t have asked for more at this stage in development. Highlights include Mike Bithell tweeting us; big name players visiting the stand to try out the game such as Henrique Oliviers from Bossa Studios, Ali from Puppy Games, and Leigh Alexander from Gamasutra, among many others; and finding out in the pub that a good few fellow developers and journalists we admire had already heard of us, including Simon Roth - developer of Maia, and Daniel Nye Griffiths, UK Editor of Wired. What more could you ask for?!

We’re going to be working hard over the next few weeks to implement changes inspired by all the great feedback we got. We’re also up at Gamecity Festival, Nottingham, at the end of the month. I’m going to be heading up a panel discussing ‘Thematic Risk’ in games (or the lack thereof) and we should hopefully have a couple of exciting guests to announce soon! If you’ll be there, drop us a line to let us know and come and get involved!

Thanks for a great Eurogamer to all those who visited us, and those who made it happen!

Sunday, 7 July 2013

Dynamic building generator/tool





We started prototyping a dynamic building generator/tool for our city recently, and you know what, for an afternoon’s work its starting to make things that look damn-near like buildings!

In fig.1 you can see the test building that we created the tiles from in Blender, then in fig.2 you can see the ‘WallBuilder.cs’ generating a wall with those tiles randomly, but in fig.3 … wait for it … we have it specifying a ground floor, with ground floor tiles, and intermediate floors with intermediate floor tiles.Still a long way to go, but this use of the Unity Editor scripting options and generally component based scripting, should prove a powerful way of letting our production and interior designers come up with clever architecture patterns and rules and play around with generating buildings in the game engine. Freeing us to focus on EVERYTHING ELSE THAT NEEDS DOING, AI, UI, interactions, gameplay programming, the story… yada yada yada!

Let us know if you have any tips for tile based building tools! Look forward to showing you all more as it comes together!