Welcome back to another episode of the OFF GRID DevBlog, lots of interesting interactions to tell you all about, so let's dive right in!
Showing posts with label sprint update. Show all posts
Showing posts with label sprint update. Show all posts
Thursday, 3 March 2022
OFF GRID Devblog "Look who's talking!"
Thursday, 20 June 2019
Sprint Roundup - 20.06.19 - Information Underload
We are back with another Sprint roundup! Loads of progress to tell you about and a lot of great stuff to poke and test out in the newest build if you are a First Access backer, so let's get to it!
This is unsurprising seeing as the demo level that we show people drops you in the mid-game in order to give enough of a tech demo and playground, and has very little tutorialisation in it, other that some dense walls of text to set the scene for those interested.
Many people who bear with it really get a kick out of the moment when the game "clicks" for them, it can be quite rewarding to feel the pieces slot into place as you work out how Off Grid mechanics can be used and combined to your advantage, but it's not optimal that it takes so much perseverance to get there, and this is something we have always hoped a good opening to the game would help solve.
In steps our first pass at tutorialisation!
Working on Information Underload
Now, bearing in mind the game is still pre-alpha - one of the most frequent pieces of feedback we get from first time players is a sense of information overload, and that it takes about 20 minutes of play time to really break though and "get" the game, but once there they love the depth.![]() |
Information overload |
This is unsurprising seeing as the demo level that we show people drops you in the mid-game in order to give enough of a tech demo and playground, and has very little tutorialisation in it, other that some dense walls of text to set the scene for those interested.
Many people who bear with it really get a kick out of the moment when the game "clicks" for them, it can be quite rewarding to feel the pieces slot into place as you work out how Off Grid mechanics can be used and combined to your advantage, but it's not optimal that it takes so much perseverance to get there, and this is something we have always hoped a good opening to the game would help solve.
In steps our first pass at tutorialisation!
Thursday, 14 March 2019
Sprint Roundup - 14.03.19 - Doors of Perception
It's that time again! Here is your regular sprint round up of development! Read on to find out what we have been up to in the last few weeks and if you are one of our backers on the FIRST ACCESS level, what you can expect to see in the latest build update!
Content (Level Design and Art)
- Created new Character LUTs amd some character variations (as seen above!).
- Cleaned up on the geometry of the IRL hacker and activist characters.
- Setup new system for door prefabs
- Wow this was a big one, but one we have had our sights on a while - the doors and door frames all now conform to sane dimensions and make use of the new nested prefab system in Unity meaning doors and their variations are infinitely easier to create.
- Lots of work on an early level and tutorialisation of rooting your phone and glasses, and the hacking tools you have to install and learn at the beginning of the game.
- Some more scripting of interactions with a more neutral NPC than the fairly intolerant guards you meet in other levels.
Gameplay and Mechanics
- New mechanics for data view trace time & app use and costs. Hopefully this will sort out some of the pitfalls of the old trace time system and instead turns that into a proper game mechanic. Plus the changes give us a way to upgrade player abilities throughout the game while keeping things balanced. We'll test this a bit in action and will then tell you more details.
- This also came with some visual prototyping with Josh Ge's ASCII art and animation editor REXpaint (as you may recognise from his game Cogmind) to try and get an ASCII art / homebrew software feel, we are still playing with this, but it's a nice start:
![]() |
Prototyping visuals with Josh Ge's REXpaint |
- Added support for using physical inventory items (and the Lua API for scripting what the items do).
- This helps evolve the game's "adventure game" like elements
- This allows for finding and using items which can be scripted now to do pretty much anything. We have yet to add a "combine items" button, but watch this space. Mini crafting system here we come! :0
"Its kind of like an adventure game that is then set within this 3d stealth game - which gives you more fail states than 'well I'm too stupid to figure out this puzzle'.
You can listen here around the 1hour 30min mark.
Modding and Lua API additions
- The above point to do with physical item inventory comes under Lua API too of course.
- Not much on it on the wiki yet here but this shows some of the basic usage.
- New scene hierarchy in the Template scene in generated when you create a new mod LevelKit to give a guide to help keep your mod scenes tidy and
Other
- Fixed NPC prefabs to have the correct navmesh area tags so that NPCs would use stairs again!
- Lots and lots of small stuff about doors. How their logic is set up, how the player and NPC's unlock them, and making sure they open away from the character instead of hitting you in face etc...
![]() | ||
Testing doors! |
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!
Wednesday, 22 August 2018
Sprint Round Up - 22.08.18 - Refreshed and Ready
When you spend so much of your time behind a screen and a keyboard, a true break from it is an absolute requirement every once in a while! Just as Pontus hit the woods in Finland last month, this month Sarah and Rich met up with family and spent a week camping in the Rockies.
Highlights included multiple excited loud-whisperings of 'MOOSE!' while wildly gesturing at a black mass in the trees, only to get closer and discover a cow! Luckily, plenty of real moose were also spotted throughout the week.
At the end of it, Rich had an afternoon in Boulder and got a chance to meet up with some local devs, too.
Then it was back to work, of course!
And so it's time for another sprint update! Here's what's been checked off the list this sprint:
...plus a bunch of essential biz dev and planning tasks.
Now we're focusing on the busy sprint ahead as we gear up for some big upcoming deadlines. A couple of us are headed to EMF at the end of August for a weekend of making, breaking, hacking, crafting, ingeniuty and fun. If you're planning to be there too, get in touch with Rich on twitter and ask to play the demo!
Thanks for following along!
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!
Highlights included multiple excited loud-whisperings of 'MOOSE!' while wildly gesturing at a black mass in the trees, only to get closer and discover a cow! Luckily, plenty of real moose were also spotted throughout the week.
At the end of it, Rich had an afternoon in Boulder and got a chance to meet up with some local devs, too.
Then it was back to work, of course!
And so it's time for another sprint update! Here's what's been checked off the list this sprint:
Level Design
- Utilised ProBuilder to clean up old geometry and fix z-fighting issues
- Improved upon player route through existing levels
App System
- Rebuilt the App System - apps are now actually fully driven by the Lua scripts
- Expanded the Lua API to add more features specifically useful for apps (but of course available for other systems as well)
AI
- Data-driven work on AI, which included:
- Making InterestPoints general
- Creating Agent profiles to use and/or fix these points
Art
- New artist on board! Yesss!
- New character models completed that will be part of a surprise reveal in the future!
- New character concepts for LUT variations of moddable characters
Bug Fixing
- Fixed multiple bugs and inconsistent behaviours with apps
...plus a bunch of essential biz dev and planning tasks.
SPRINT COMPLETE!
Now we're focusing on the busy sprint ahead as we gear up for some big upcoming deadlines. A couple of us are headed to EMF at the end of August for a weekend of making, breaking, hacking, crafting, ingeniuty and fun. If you're planning to be there too, get in touch with Rich on twitter and ask to play the demo!
Thanks for following along!
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, 18 June 2018
Sprint Round Up - 18.06.18 - Cheat to complete!
That may be stretching the truth a bit, and included a bit of cheat… but here’s the detail on that, along with the rest of our work this sprint:
Thursday, 17 May 2018
Sprint Round Up - 17.05.18 - A different approach
Hello loyal devlog readers!
We’be been blogging about for awhile now, and think it’s time we change up the the way we’re approaching it. There’s SO much going into each development sprint that we want to make it easier to understand what we’ve been doing.
From here on out, at the end of each sprint, we’ll be putting together a roundup of the development achievements each sprint, and then breaking the detail out into individual posts every week or two. It means you’ll get more regular updates from us, and they should be a bit more bitesized and cover a specific theme or area across the last month of development.
Keep an eye out for Steve’s next post on save systems - coming soon!
Now for the sprint round up:
We’be been blogging about for awhile now, and think it’s time we change up the the way we’re approaching it. There’s SO much going into each development sprint that we want to make it easier to understand what we’ve been doing.
From here on out, at the end of each sprint, we’ll be putting together a roundup of the development achievements each sprint, and then breaking the detail out into individual posts every week or two. It means you’ll get more regular updates from us, and they should be a bit more bitesized and cover a specific theme or area across the last month of development.
Keep an eye out for Steve’s next post on save systems - coming soon!
Now for the sprint round up:
Monday, 30 April 2018
Devblog 30.04.18 - STEAMing Ahead!
As you can probably tell from our other posts on PAX East and GDC, there has been a fair amount of jet setting done for conferences and shows that broke up our regular development rhythm, but that doesn’t mean there hasn’t been a lot of dev work in the interim!
And of course, thanks to our new character colour setup making use of the colour look up tables we have setup for creating easy variations, means that this character isn’t just a harbour worker, he can have many jobs!
Now you NPC me, now you don’t
We’ve been working up new characters, ready to populate new levels and keep on with the content push. Below is another harbour worker that Josh has been working on the rig for.And of course, thanks to our new character colour setup making use of the colour look up tables we have setup for creating easy variations, means that this character isn’t just a harbour worker, he can have many jobs!
Friday, 16 March 2018
Marching on to the US of A!
Hello! We’ve got a whole lot of fun stuff coming up and it’s been a busy few weeks moving the game forward and prepping for all of these exciting things to come.
We’re headed to the US very soon - we’ll be attending GDC in San Francisco all of next week. It’s the first time any of us from Semaeopus have made the trip over for GDC and we’re looking forward to it. There’s going to be a few opportunities to get your hands on the latest build during GDC week:
in Boston from April 5-8th and Off Grid will be showcased as part of Figs & Co!
We can’t wait! If you’re attending, stop by, say hi, and play the game! Rich, Pontus and Steve will all be there ALL FOUR DAYS with our lastest demo at the ready.
Now, on to all the juicy details on what we’ve been up to and what you might just see while playing the new demo…
We’re headed to the US very soon - we’ll be attending GDC in San Francisco all of next week. It’s the first time any of us from Semaeopus have made the trip over for GDC and we’re looking forward to it. There’s going to be a few opportunities to get your hands on the latest build during GDC week:
- If you’ve got tickets to the SOLD OUT(!) GDC Experience Mixer on Wednesday 21st you’re in luck! We’ll be there ready and waiting for you to play.
- We’ve got a few ‘pitch up and play’ events in our schedule, too - follow @OffGridTheGame + @RichMetson on twitter for updates on when and where.
in Boston from April 5-8th and Off Grid will be showcased as part of Figs & Co!
We can’t wait! If you’re attending, stop by, say hi, and play the game! Rich, Pontus and Steve will all be there ALL FOUR DAYS with our lastest demo at the ready.
Now, on to all the juicy details on what we’ve been up to and what you might just see while playing the new demo…
Wednesday, 21 February 2018
Dev Blog - 21.02.18 - Upping our Profilers
It’s devblog time!
Much of February has passed since the last sprint, and in that time, hearts and precious metals were shared across hipchat, though none were valentines from one dev to another, nor sadly, were they photos of our hard-earned Winter Olympic golds. They were all lowpoly art, handcrafted by our stellar intern Josh, as he helped us prep marketing materials and create props for the game. He’s been hard at work and done an awesome job for us. Thanks to our multi-cultural dev team, however, we did learn that Valentine’s Day in Finland is celebrated as ‘Friends Day’ - this is a notion we like. And if you’re wondering, there’s fans of Team GB, Finland, and USA cheering across our virtual office spaces! :)
Here’s what we’ve been up to:
Much of February has passed since the last sprint, and in that time, hearts and precious metals were shared across hipchat, though none were valentines from one dev to another, nor sadly, were they photos of our hard-earned Winter Olympic golds. They were all lowpoly art, handcrafted by our stellar intern Josh, as he helped us prep marketing materials and create props for the game. He’s been hard at work and done an awesome job for us. Thanks to our multi-cultural dev team, however, we did learn that Valentine’s Day in Finland is celebrated as ‘Friends Day’ - this is a notion we like. And if you’re wondering, there’s fans of Team GB, Finland, and USA cheering across our virtual office spaces! :)
Here’s what we’ve been up to:
Tuesday, 23 January 2018
Dev Blog Post 23.01.2017 - Drones and pwns
S’been a while, eh!
We decided to extend this sprint in the way we often do over christmas so that the team has a bit of time to experiment and perhaps take on a few tasks that require a good bit of thinking time. It’s paid off as usual, and so we have some great developments in the game to share with you with this blogpost. Read on for all the juicy details!
We were very secretive some time ago (nearly 2 years back actually!) about how we were in a small set of selected developers given access to an alpha version if some new tools in Unity. Well…
Originally the tools were called ‘Director’, and with a lot of experimentation and some fairly comprehensive bug reporting they eventually became Unity Timeline, which Unity devs have now been enjoying since last summer! We are now at the point where what we learnt from experimenting with the original Director tools can be put to good use. If you have played the Off Grid demo anywhere, then you will have seen the still frame animatic for the intro level which sets up the story of the game. We had a mocap session to get all this action captured and now that the Timeline tools have matured (and, more importantly, are stable) we are busy pulling this all together. The opening sequence of the game is going to change dramatically over the next couple of builds - how exciting!
So far we have worked on the basis that drones are just characters that happen to be hovering, but this means we lose the opportunity to move vertically and get to places that characters can’t, or via routes that they are unable to take. So the task at hand was to remedy this. Navigation meshes are two-dimensional, so we needed to take a new path - navigation volumes!
Using the magic of octrees, we subdivided each level down to the smallest size that contains no collidables, or down to a single unit cube, whichever is bigger. Then, each cube is tested to see which cubes it is adjacent to, to create a graph representing all the nodes. After that it’s simple - run A-Star on the network, and it’ll find a route through.
This will be available to LevelKit, so drones are accessible to all! There’s a few tweaks and kinks to work out, but overall it was a really satisfying feature to work on and should really change the way the game plays. You can run, but you can’t hide! Well you can hide. It’s a stealth game, after all.
Next will be to get them to move in a more dronelike manner, and perhaps optimise the navigation a little. But that may have to wait until after Steve’s put his cameraman hat back on for the upcoming sprint!
The museum mod, which he initially designed to be just an interior, has expanded to allow for any future hackable devices to be added to it, no matter their size!
Josh then turned his attention to improving and developing the transport station map. The map has changed quite a bit since whiteboxing and still has a way to go. For a first attempt at a full level mod it is fairly ambitious due to it being a fairly large map with multiple ways to complete the same task.
The station has grown quite a bit to allow for more room for the guards and the player to navigate. This will also hopefully allow for a more interesting interior and gameplay possibilities.
Originally the apartments around the level were going to be just blocks that looked like apartments, but now some of them interiors to allow the player to find hidden data files or to find some higher ground to plan how they will tackle the mission.
The trainyard is still very much in progress, but has also changed quite considerably. The main additions to the train yard include a new walkway that allows the player to navigate to all 3 platforms. A warehouse has also been added which will include some puzzle elements for the player to complete. This is replacing the old puzzle element which involved moving the train carriages up and down the tracks as it was a bit clunky and confusing.
Meta-gamedesign
In the last sprint, Pontus redesigned the character profiles and our data files & SMS generation to handle metadata about the character personalities embedded in data files. That’s working pretty well, and we already built a quick app for testing this. So it’s time to take things a step further, which is why Pontus has spent this sprint working on the game design for how we’ll actually handle metadata collection and character profiling as a player experience. And how that will then tie in with adding a password cracking feature when the player connects to a remote (or local…) device using our SSH app.
The basic idea is that as the player collects different data files, the included metadata is automatically used to build a catalogue of character profiles, over time adding knowledge about new characters, and their personal information, their likes and dislikes, and pretty much whatever background info we (or modders) choose to add.
All the collected information will be available for the player to view at any time as a new tab in the pause menu, so it’s directly useful, for example, to try and guess what kind of approach might work best for distracting a specific guard away from your path. In addition to that, the amount of knowledge you have collected about a character is also then used to determine if you’ll be able to access devices belonging to that character. After considering calculating the access as a proportion of known metadata VS all existing data about a character, and realising that this would cause a few odd situations, we settled for a fixed limit for access, and allowing this to be set in each device’s Lua script so if the same character owns multiple devices, some can have easier, and some more difficult, passwords. We’ll likely also add an option for a device to require some specific piece of information instead of some count of any knowledge, but this should be used as a special case option in missions as it requires the mission creator to make sure that exact data is available to the player at the right time.
A fairly interesting side effect of this design is that it is kind of realistic, in the sense that it’s going to be easier to collect enough information about characters who have more metadata defined in their profiles. So, the more you share about yourself online and in social media, the easier it is for someone to learn enough about you to start guessing your passwords and to use the knowledge for identity theft and so on. And at the same time characters who have shared less about themselves (or, the mission creator has been more lazy ;)) will be more difficult to learn about, as you are more likely to just run into the same few bits of knowledge rather than learning something new.
Another interesting feature here is that your library of character knowledge will be persistent, so anything you learn about a character in one mission will be carried over to future ones. While this requires us to do a bit of a better job on the UI side to keep things manageable for the player, it also serves to create a longer game play loop, where social engineering can happen over a longer time span than just within a single mission.
Finally, we’re probably going to add few different apps for gaining access to devices, in the sense that the one based on knowledge about characters (so, basically just guessing badly chosen passwords through social engineering) is just going to be one of the tools available for the player. We’d also like to include other tools that target specific vulnerabilities on devices, and perhaps a late-game one that just uses a direct access to government-collected data.
You can find the newsletter signup page here!
If you aren’t already on our newsletter, please sign up! If you are and you have any friends who you think might be interested, then please share and help us reach even more people anticipating the game!
Ta ta for now,
Rich, Pontus, Steve, Sarah and Josh.
We decided to extend this sprint in the way we often do over christmas so that the team has a bit of time to experiment and perhaps take on a few tasks that require a good bit of thinking time. It’s paid off as usual, and so we have some great developments in the game to share with you with this blogpost. Read on for all the juicy details!
We are all directors now
We were very secretive some time ago (nearly 2 years back actually!) about how we were in a small set of selected developers given access to an alpha version if some new tools in Unity. Well…
Originally the tools were called ‘Director’, and with a lot of experimentation and some fairly comprehensive bug reporting they eventually became Unity Timeline, which Unity devs have now been enjoying since last summer! We are now at the point where what we learnt from experimenting with the original Director tools can be put to good use. If you have played the Off Grid demo anywhere, then you will have seen the still frame animatic for the intro level which sets up the story of the game. We had a mocap session to get all this action captured and now that the Timeline tools have matured (and, more importantly, are stable) we are busy pulling this all together. The opening sequence of the game is going to change dramatically over the next couple of builds - how exciting!
To Octree or not to Octree
Steve had one pretty chunky task to do over the past month or so, and it’s been getting the drones to be substantially more drone-y.So far we have worked on the basis that drones are just characters that happen to be hovering, but this means we lose the opportunity to move vertically and get to places that characters can’t, or via routes that they are unable to take. So the task at hand was to remedy this. Navigation meshes are two-dimensional, so we needed to take a new path - navigation volumes!
Using the magic of octrees, we subdivided each level down to the smallest size that contains no collidables, or down to a single unit cube, whichever is bigger. Then, each cube is tested to see which cubes it is adjacent to, to create a graph representing all the nodes. After that it’s simple - run A-Star on the network, and it’ll find a route through.
This will be available to LevelKit, so drones are accessible to all! There’s a few tweaks and kinks to work out, but overall it was a really satisfying feature to work on and should really change the way the game plays. You can run, but you can’t hide! Well you can hide. It’s a stealth game, after all.
Next will be to get them to move in a more dronelike manner, and perhaps optimise the navigation a little. But that may have to wait until after Steve’s put his cameraman hat back on for the upcoming sprint!
So much modding going on!
Josh has been hard at work testing the modding tools and refining his mods. In particular he expanded the museum of hacking he has been making.The museum mod, which he initially designed to be just an interior, has expanded to allow for any future hackable devices to be added to it, no matter their size!
Josh then turned his attention to improving and developing the transport station map. The map has changed quite a bit since whiteboxing and still has a way to go. For a first attempt at a full level mod it is fairly ambitious due to it being a fairly large map with multiple ways to complete the same task.
The station has grown quite a bit to allow for more room for the guards and the player to navigate. This will also hopefully allow for a more interesting interior and gameplay possibilities.
Originally the apartments around the level were going to be just blocks that looked like apartments, but now some of them interiors to allow the player to find hidden data files or to find some higher ground to plan how they will tackle the mission.
The trainyard is still very much in progress, but has also changed quite considerably. The main additions to the train yard include a new walkway that allows the player to navigate to all 3 platforms. A warehouse has also been added which will include some puzzle elements for the player to complete. This is replacing the old puzzle element which involved moving the train carriages up and down the tracks as it was a bit clunky and confusing.
Meta-gamedesign
In the last sprint, Pontus redesigned the character profiles and our data files & SMS generation to handle metadata about the character personalities embedded in data files. That’s working pretty well, and we already built a quick app for testing this. So it’s time to take things a step further, which is why Pontus has spent this sprint working on the game design for how we’ll actually handle metadata collection and character profiling as a player experience. And how that will then tie in with adding a password cracking feature when the player connects to a remote (or local…) device using our SSH app.The basic idea is that as the player collects different data files, the included metadata is automatically used to build a catalogue of character profiles, over time adding knowledge about new characters, and their personal information, their likes and dislikes, and pretty much whatever background info we (or modders) choose to add.
All the collected information will be available for the player to view at any time as a new tab in the pause menu, so it’s directly useful, for example, to try and guess what kind of approach might work best for distracting a specific guard away from your path. In addition to that, the amount of knowledge you have collected about a character is also then used to determine if you’ll be able to access devices belonging to that character. After considering calculating the access as a proportion of known metadata VS all existing data about a character, and realising that this would cause a few odd situations, we settled for a fixed limit for access, and allowing this to be set in each device’s Lua script so if the same character owns multiple devices, some can have easier, and some more difficult, passwords. We’ll likely also add an option for a device to require some specific piece of information instead of some count of any knowledge, but this should be used as a special case option in missions as it requires the mission creator to make sure that exact data is available to the player at the right time.
A fairly interesting side effect of this design is that it is kind of realistic, in the sense that it’s going to be easier to collect enough information about characters who have more metadata defined in their profiles. So, the more you share about yourself online and in social media, the easier it is for someone to learn enough about you to start guessing your passwords and to use the knowledge for identity theft and so on. And at the same time characters who have shared less about themselves (or, the mission creator has been more lazy ;)) will be more difficult to learn about, as you are more likely to just run into the same few bits of knowledge rather than learning something new.
Another interesting feature here is that your library of character knowledge will be persistent, so anything you learn about a character in one mission will be carried over to future ones. While this requires us to do a bit of a better job on the UI side to keep things manageable for the player, it also serves to create a longer game play loop, where social engineering can happen over a longer time span than just within a single mission.
Finally, we’re probably going to add few different apps for gaining access to devices, in the sense that the one based on knowledge about characters (so, basically just guessing badly chosen passwords through social engineering) is just going to be one of the tools available for the player. We’d also like to include other tools that target specific vulnerabilities on devices, and perhaps a late-game one that just uses a direct access to government-collected data.
Big News
With all that dev news it’s worth pointing out that we have some other big, juicy news coming soon. We are sooooooo close to being able to announce it that the anticipation almost hurts!You can find the newsletter signup page here!
If you aren’t already on our newsletter, please sign up! If you are and you have any friends who you think might be interested, then please share and help us reach even more people anticipating the game!
Ta ta for now,
Rich, Pontus, Steve, Sarah and Josh.
Saturday, 11 November 2017
Off Grid Development blog 8.11.2017 - Changing Times!
The times-they-are-a-changin.’ New horizons, a shake up, big things happening - this has been a heck of a sprint!
for having us along, it was a very cool little event and we had some really inspiring titles along side us. Below you can see a player learning the setup to our hero’s story in the intro cutscene we are currently making playable.
We got to play some fun new indie games and catch up with some old friends too, including old chum Tim Constant, who we last saw at Nottingham Gamecity in 2013!!!
Tim is working on a very cool dystopian job sim. It’s a
#PapersPlease-like game, where you play an immigrant bouncer in a post-Brexit apocalypse:
The graphics will definitely need more work, but the plan is to fill in more options and then do a second pass on the artwork and layout to make sure everything works well with the content. For now, everything is functional at least.
No funny bugs fixed by Pontus this sprint, and no interesting game design work either. But there definitely will be next time, he’s already spent the past few days with XMind open for plotting some pretty big changes for the game…
We’ll let him tell you a bit more himself though:
“So I started out by blocking out the map that I wanted to create. Once I had the basic level that I was happy with I got stuck in with the Lua scripting with which I managed to learn a great deal upon completion of the level.
One of my favourite parts of creating the mod was the conversations, as it was super simple to create but also great fun generating branching dialogue between characters.
Following this, I began work on a guide to building a level mod which has been added to the wiki.This is something that I felt would be important for potential modders to have to help make the modding experience more accessible.
This also resulted in a few new pages being created to explain some sections not covered on the wiki yet, such as the ability to add characters to your level. This is a very exciting and interesting feature which will allow you to create many gameplay elements, from conversations to patrolling guards.
I also had the pleasure of testing the new ability to upload mods to the steam workshop using the Level-kit tools.
Shortly after that it was decided that we should create a mod level that people can download that would demonstrate some of the pre-made devices that any modder can essentially drag and drop into their own mod. It will also be playable which I will turn into an interactive tutorial of how these devices were made to help new modders create their own from scratch.”
In his time on the team, Harry’s done great work pushing modding in Unity 3d,
and so we’ve open sourced his work on the Lua framework that makes Off Grid moddable, enjoy!
https://github.com/Semaeopus/Unity-Lua
Hello! I’m new here. I’ve joined the Off Grid team as a programmer, though will no doubt stick my nose in elsewhere. I’ve been programming games for, well, rather a long time, and am really excited to be part of the project. There’s lots of interesting stuff that still needs to be done and it’s already been a welcome change from the larger, corporate games I’ve been working on over the last few years. And who knows, next time I write one of these updates I might have done some work! - Steve
You’ll hear a lot more from Steve in the coming sprints, he’s already made good strides into impletmenting and extending new features in the Lua API for modders to play with, so watch this space!
We also and fixed the pause time between messages, which just needed a little finessing to feel more real
.
And most importantly, we set up ‘B’ to skip single messages instead of all of the incoming messages from another character.
Pontus, Rich, Sarah, Steve & Josh
Blocktober
Completely unaware of our social media surroundings, Rich managed to spend a good portion of this sprint during October whiteboxing and completely miss the whiteboxing trend on Twitter that was #Blocktober! Nothing nearly as fancy as the timelapsed art passes from the Naughtly Dog team on how they constructed key hero sequences in the latest Uncharted, but we do have a new building for the intro scene in the player’s apartment. If you haven’t seen this yet at a demo I won’t give away any spoilers, but this level is where your hacking journey begins!Indies Unplayed
We were extremely fortunate to be asked along to Indies Unplayed at Secret Weapon Loading Bar in Stratford. It’s always great to show the game and get player feedback. Many thanks to Lauren Francisfor having us along, it was a very cool little event and we had some really inspiring titles along side us. Below you can see a player learning the setup to our hero’s story in the intro cutscene we are currently making playable.
We got to play some fun new indie games and catch up with some old friends too, including old chum Tim Constant, who we last saw at Nottingham Gamecity in 2013!!!
Tim is working on a very cool dystopian job sim. It’s a
#PapersPlease-like game, where you play an immigrant bouncer in a post-Brexit apocalypse:
‘Settings’ it up
It’s been quite short and quick sprint, so there are no new amazing game features to talk about from Pontus. But as promised, our settings system has now evolved from a bunch of background systems and code into an actual menu. With some actual settings you can adjust!The graphics will definitely need more work, but the plan is to fill in more options and then do a second pass on the artwork and layout to make sure everything works well with the content. For now, everything is functional at least.
Web work
Apart from that, things were polished up in the web side, with some imrpovements and additions to our wiki and to automate our newsletter. That’s going to make our life easier, and hopefully also help any players/modders to find the right Lua API and instructions for how to set things up in LevelKit in the future. I would say “go and check it out” but there’s not really much interesting things in the wiki yet, at least unless you are one of the lucky ones who have access to our builds and the LevelKit already. In which case, you of course should go and check it out to get you started testing how to create your own content for the game!No funny bugs fixed by Pontus this sprint, and no interesting game design work either. But there definitely will be next time, he’s already spent the past few days with XMind open for plotting some pretty big changes for the game…
Mod testing
This sprint Josh, our modding and level design intern, challenged himself to build a level using the modding tools. The aim was to learn how to build a typical level with a focus on the Lua scripting side of things rather than art, and then take those learnings and see where he could fill in the gaps on the wiki that he found wanting.We’ll let him tell you a bit more himself though:
“So I started out by blocking out the map that I wanted to create. Once I had the basic level that I was happy with I got stuck in with the Lua scripting with which I managed to learn a great deal upon completion of the level.
One of my favourite parts of creating the mod was the conversations, as it was super simple to create but also great fun generating branching dialogue between characters.
Following this, I began work on a guide to building a level mod which has been added to the wiki.This is something that I felt would be important for potential modders to have to help make the modding experience more accessible.
This also resulted in a few new pages being created to explain some sections not covered on the wiki yet, such as the ability to add characters to your level. This is a very exciting and interesting feature which will allow you to create many gameplay elements, from conversations to patrolling guards.
I also had the pleasure of testing the new ability to upload mods to the steam workshop using the Level-kit tools.
Shortly after that it was decided that we should create a mod level that people can download that would demonstrate some of the pre-made devices that any modder can essentially drag and drop into their own mod. It will also be playable which I will turn into an interactive tutorial of how these devices were made to help new modders create their own from scratch.”
Farewell Harry!
Harry had his last sprint with us this month as he is moving to join the development team at Unity, but we made sure he had time to part with a gift for any of our followers who are devs interested in making their games moddable too.In his time on the team, Harry’s done great work pushing modding in Unity 3d,
and so we’ve open sourced his work on the Lua framework that makes Off Grid moddable, enjoy!
https://github.com/Semaeopus/Unity-Lua
Out with the New in with the Old ;)
And with our youngest team member Harry heading to Unity we have gained the wonderful Steve Allen in his place. Steve comes with a bundle of AAA and Indie experience, so much so that he qualifies for ‘industry veteran’ status, and we are pumped to have him aboard the good ship Semaeopus. I’ll stop rambling and let him introduce himself though:Hello! I’m new here. I’ve joined the Off Grid team as a programmer, though will no doubt stick my nose in elsewhere. I’ve been programming games for, well, rather a long time, and am really excited to be part of the project. There’s lots of interesting stuff that still needs to be done and it’s already been a welcome change from the larger, corporate games I’ve been working on over the last few years. And who knows, next time I write one of these updates I might have done some work! - Steve
You’ll hear a lot more from Steve in the coming sprints, he’s already made good strides into impletmenting and extending new features in the Lua API for modders to play with, so watch this space!
Fixes and additions:
Harry’s last couple of weeks were also a great opportunity for us to dig into some of the bugs in our backlog that haven’t been top priority, but would be welcome fixes with a little effort. We had a fantastic flurry of small fixes from the team, with Harry leading the charge.Main game:
Messaging with CryptoChat
We setup a small notification to say that a character is typeing while you are waiting for them to respond to you in a conversation. It’s essentially a ‘Smedley is typing’ animation much like you’d see when using a messaging app like whatsapp or imessage.We also and fixed the pause time between messages, which just needed a little finessing to feel more real
.
And most importantly, we set up ‘B’ to skip single messages instead of all of the incoming messages from another character.
Include Mods in use, in save games
We now have save games recording what mods you have subsribed to so you can progress with your mods intact!Saving NFC
NFC data is now being saved correctly.Trailer video
We fixed a strange long wait at the end of our trailer that had been bugging us.Player Phone
We fixed a bug to do with interactions when the player phone didn’t appear when doing swipe interaction or scanning things.Stuck Running
We had a somewhat funny but awkward bug in our animation state machine where the player can get stuck if you were crawling and spammed the run button while getting up - the player would get stuck running in circles! That is now fixed ;)Look around you
The player character’s look-at IK needed more restriction on target height so that you didnt look at interesting objects on the floors above or below you.Invisible walls and soft bathroom sinks
Lots of missing colliders were fixed.LevelKit:
UV Warning
We updated asset importer post processing script to warn about missing normals and UVs on new models. This means as you are modding and making new geometry, the LevelKit tool will tell you if it is missing anything that could cause a later error.Mod Content structure
We re-structured level directories so that the content a modder makes is in a neater structure.Non Steam works / DRM free mod exports
Added Export as Zip option to build tab so that you can upload your mod anywhere for anyone (with a copy of the game) to try it out.That’s all folks
Lots of big things happening so we’ll look forward to catching you next time.Pontus, Rich, Sarah, Steve & Josh
Tuesday, 24 October 2017
Sprint Update 24.10.17 - Back in the Trenches
The sprint since EGX has been an interesting one. Loads to follow up on with the multitude of interesting folks that took an interest in the game - including a whole raft of journalists, podcasters, Youtubers and Twitchers. Have you read our EGX round up?!
But now it’s back to the trenches - that’s what you are here to read about anyway - where and how we have been getting our hands dirty!
But now it’s back to the trenches - that’s what you are here to read about anyway - where and how we have been getting our hands dirty!
Wednesday, 20 September 2017
Sprint Update - 20.09.17 - Straight Outta Leftfield!
Phew! We’re just about to pack up and head for Birmingham, as Off Grid has been selected as part of the Leftfield Collection at EGX! We’re SO excited to be showing Off Grid at EGX and are looking forward to players responses to the game so far. If you’re at the show, please come along and say hi!
Also at EGX, we will be livestreaming a playthrough of Off Grid from the Twitch Stage on Thursday at 11:30am (BST). Follow along online at: twitch.tv/twitch.
We’ve been toying with the idea of starting a twitch account for some time - and with the invitation to livestream from EGX, we finally have. Very soon, we’ll be streaming live from twitch.tv/semaeopus! Follow us as we chat through our monthly sprint updates, play through some of the games that inspire us, and bring in other indie devs to talk about game dev life.
In case you haven’t heard (we hope you have!) we are still looking for a C# Unity Programmer to join the team. We’ve extended the application deadline to Monday 25th September, so if you’re a UK-based games programmer looking for a change, we want to hear from you. If you’re at EGX, stop by our stand in Leftfield to say hi, talk to us about the position, and play Off Grid for yourself before you get that application in!
Now onto the sprint!
We’ve had some bare bones prototypes of what the harbour would be for a long time now, and a more complete, but still mostly unplayable whiteboxed version of the level for a while. So it was time to start cleaning and refining that version into something with a bit more gameplay.
First task was to deal with the player path though the level, so we could guide the player from one objective to the next and make sure we can also place a few obstacles on the way. The draft level was pretty much just open space, with some late-level locations close to the start, and very little for the player to do around the rest of the level. Cue moving a few buildings around and erecting more fences to gate the player’s path to different locations!
Add a couple of passes of lighting (with a few issues of lightmaps not loading correctly from AssetBundles sorted out); a few hours of placing colliders on objects to block the player from falling off the map; and a few days of writing mission objectives, devices, setting up triggers and so on, it’s starting to resemble an actual mission!
There were a few additional problems we needed to sort out for this level as well. Nothing too complicated, we just needed to create an ocean, and the sky…
It’s a harbour, so we expect to see some water. Which means we had to create some low-polygon style animated water in the level. With a bit of modelling, a bit of C# and a custom shader to go with it, it’s now working reasonably well. We’ll likely want to refine things later, especially if there’s ever going to be a daytime level, and just to move more of the water animation to shader code.
When it comes to sky, we obviously couldn’t use the same city skyline skybox we use for the newspaper office level, as half of the sky is supposed to be over ocean. This was a fairly quick fix - we have a Blender project for rendering HDR panoramic skyboxes quickly - we just had to remove some buildings and add a lighthouse. Lastly, we needed to change our fog setup a bit to fade out the ocean at the skyline nicely without making any far-away geometry stand out from the background too much. That pretty much just meant having to use a black fog at far distance. This works great for the city sky with black ground and buildings around, and looks still reasonable over the ocean as well (even if not completely realistic).
Apart from the drone itself and the AI, we needed to set things up so the drones could be restricted to certain parts of the level. Basically, only in places where there’s enough room for them to fly. That called for some more navigation areas to separate “walkable” areas from “flyable”, and of course the “walkable+flyable” which is fine for both humans and drones. As the drone patrol routes are planned on the fly-based on data points in the level, and the player is able to add, remove and move those around, we needed to add few checks for the AI to figure out which patrol locations it can actually reach, and which ones should be ignored.
A nice extra from all this was, believe or not, it all helped improve our lighting in the levels as well!
We are using an automatic script that places LightProbes around the level to provide lighting for any moving characters etc, and also to provide the light level data around the level for our shadow/light stealth mechanic. And that script uses the navigation mesh as starting point. So now that we had some areas marked as flyable, and thus with more vertical space, we could easily use that information and place secondary set of LightProbes a bit higher in those places.
While doing that, we also managed to optimize the LightProbe placement code a fair bit as well, and that’s a definite bonus since there are quite a few of them in each level.
See all the yellow dots connected by the pink lines? You don’t want to place them by hand. Any speed up in the placement code is worth it!
Here’s a little from him about what he’s been up to:
Hi there, my name is Josh and I have been working on the Off Grid mod tools
producing some light-hearted hacks - primarily making Joe his very own
disco room where he can party the night away with disco lights and lots
of balloons!
This involved me taking a look at the pipeline for adding custom 3D assets into the levelkit and getting acquainted with lua, both of which were a very enjoyable experience, and you can see the results for yourself! While fairly new to the modding workflow, I have had a blast with it so far and I am definitely looking forward to making a full story-based level in future.
Speaking of levels, I have also had the pleasure of checking out and testing the demo level of Off Grid!
During testing, my aim was to identify bugs and explain to the team the steps to recreate specific bugs. For example:
We’ve also got a new character editing ‘tool’ for re-colouring the characters. This guy above is making the most of the metallic values on the colour lookup tables. :)
We specifically designed the geometry of the characters to make it easy for players to make distinct variations. Above, you can see the same character with a different colour lookup table applied, giving him a different skin colour, hair-do, and even profession - all done with a couple of switched textures.
We have also added blend shapes to the characters that players and modders in future builds will be able to control via lua - so when they spawn an NPC, they can define the model type, their weight via blend shape and their colour with colour lookup tables and textures.
As mentioned, we spent a lot of time on mission scripting and refining player experience ahead of EGX - this meant new mission content for both the new Harbour level and the older Apostle HQ.
You can see the newly re-implemented drone above. These are now spawn-able through level kit as a guard type. We also put in a bunch of smaller and less noticeable gameplay script fixes to make the conversations read better and player experience smoother, including a conversation introducing the
light meter tool for sneaking through shadows.
add value to what you are doing, and how and why, in his view, events
are so important for indies!
It’s a 4pm start on the Friday and a nice way to wind down a work week with your fellow game devs. Check out all the details and RSVP here - look forward to seeing you!
And speaking of marketing - did you receive the very first Off Grid newsletter this month?! If not, SIGN UP now! What are you waiting for?!
Also at EGX, we will be livestreaming a playthrough of Off Grid from the Twitch Stage on Thursday at 11:30am (BST). Follow along online at: twitch.tv/twitch.
We’ve been toying with the idea of starting a twitch account for some time - and with the invitation to livestream from EGX, we finally have. Very soon, we’ll be streaming live from twitch.tv/semaeopus! Follow us as we chat through our monthly sprint updates, play through some of the games that inspire us, and bring in other indie devs to talk about game dev life.
In case you haven’t heard (we hope you have!) we are still looking for a C# Unity Programmer to join the team. We’ve extended the application deadline to Monday 25th September, so if you’re a UK-based games programmer looking for a change, we want to hear from you. If you’re at EGX, stop by our stand in Leftfield to say hi, talk to us about the position, and play Off Grid for yourself before you get that application in!
Now onto the sprint!
Rebuilding the harbour
Just a day after we began this sprint, we heard that we’d have a place at the Leftfield Collection at EGX. So we sat down to re-plan our work for the sprint with that in mind. One of the things we wanted to get working for EGX was the harbour level.We’ve had some bare bones prototypes of what the harbour would be for a long time now, and a more complete, but still mostly unplayable whiteboxed version of the level for a while. So it was time to start cleaning and refining that version into something with a bit more gameplay.
First task was to deal with the player path though the level, so we could guide the player from one objective to the next and make sure we can also place a few obstacles on the way. The draft level was pretty much just open space, with some late-level locations close to the start, and very little for the player to do around the rest of the level. Cue moving a few buildings around and erecting more fences to gate the player’s path to different locations!
Add a couple of passes of lighting (with a few issues of lightmaps not loading correctly from AssetBundles sorted out); a few hours of placing colliders on objects to block the player from falling off the map; and a few days of writing mission objectives, devices, setting up triggers and so on, it’s starting to resemble an actual mission!
There were a few additional problems we needed to sort out for this level as well. Nothing too complicated, we just needed to create an ocean, and the sky…
It’s a harbour, so we expect to see some water. Which means we had to create some low-polygon style animated water in the level. With a bit of modelling, a bit of C# and a custom shader to go with it, it’s now working reasonably well. We’ll likely want to refine things later, especially if there’s ever going to be a daytime level, and just to move more of the water animation to shader code.
When it comes to sky, we obviously couldn’t use the same city skyline skybox we use for the newspaper office level, as half of the sky is supposed to be over ocean. This was a fairly quick fix - we have a Blender project for rendering HDR panoramic skyboxes quickly - we just had to remove some buildings and add a lighthouse. Lastly, we needed to change our fog setup a bit to fade out the ocean at the skyline nicely without making any far-away geometry stand out from the background too much. That pretty much just meant having to use a black fog at far distance. This works great for the city sky with black ground and buildings around, and looks still reasonable over the ocean as well (even if not completely realistic).
Drones and navigation
A big part of our plans for the harbour level is using drones to patrol around the area. The plan was to get our old drone prefabs, make sure everything is up-to-date and works with everything that has changed in the game since the last time we’ve used them, and drop a few in the harbour. Well, of course things don’t always go as planned! The drone AI’s patrol behaviour is still a bit unreliable, but we still got something out of it in the end. The patrol issue doesn’t seem too complicated either, so we’ll surely figure the problem out after EGX.Apart from the drone itself and the AI, we needed to set things up so the drones could be restricted to certain parts of the level. Basically, only in places where there’s enough room for them to fly. That called for some more navigation areas to separate “walkable” areas from “flyable”, and of course the “walkable+flyable” which is fine for both humans and drones. As the drone patrol routes are planned on the fly-based on data points in the level, and the player is able to add, remove and move those around, we needed to add few checks for the AI to figure out which patrol locations it can actually reach, and which ones should be ignored.
A nice extra from all this was, believe or not, it all helped improve our lighting in the levels as well!
We are using an automatic script that places LightProbes around the level to provide lighting for any moving characters etc, and also to provide the light level data around the level for our shadow/light stealth mechanic. And that script uses the navigation mesh as starting point. So now that we had some areas marked as flyable, and thus with more vertical space, we could easily use that information and place secondary set of LightProbes a bit higher in those places.
While doing that, we also managed to optimize the LightProbe placement code a fair bit as well, and that’s a definite bonus since there are quite a few of them in each level.
See all the yellow dots connected by the pink lines? You don’t want to place them by hand. Any speed up in the placement code is worth it!
Other changes and Bugs Fixed:
- New UI sounds. Loads of them. We got our sound designer to do a pass of new sound events for each specific part of the user interface, and now are no longer recycling the same button click sound for everything.
- Apps with a use cost could not be turned on if the SPECTRUM app was not turned on first. Now we assume that if data view is off, you can certainly afford to use the app. (We might need to revisit this later if we add apps that cost more to use than what you can afford by default.)
- Data meshes of data points placed in levels at design time were offset from the actual data point position. (We had changed some geometry layers around since the data point prefab was made, and the code that moves overlapping data points away from each other was checking for its own location and not just other points)
Whats ‘Appening
Harry’s first port of call for the Sprint was to update the app system.- Apps can now have multiple actions and options
- These are presented as two sub menus. We’ll be getting into this in future posts when we show you some new incarnations of the apps you might already be familiar with if you have played the game with us at an expo or a modding workshop.
- Apps can now also react differently depending on what kind of targets are passed into them
- So apps can display different functionality for devices vs. data, and even different types of data
- Now app are much more flexible and extensible
- This is a fairly in depth point, but it’s safe to say that this opens up a myriad of things modders can call and do with the rest of the API when modding their own hacking tools.
- New app for interacting with drones called FlySwatter
- This used all of the above and was put in as a working example of how to use the new systems, a kind of test case. It might not stick around as a final tool in the game or it might evolve and merger with other tools, but that is what is great about the Off Grid modding system there is a lot of space for interesting tools to grow.
- Continued work on the save system
- We faced a few last minute headaches, but we have got autosaves and checkpointing working nicely ready for the EGX show floor.
New team member!
Josh has joined us as a design intern - he is testing modding tools, helping with documentation and helping to design hackable objects. We’re really pleased to have him on board and hope you all join us in welcoming him to the team!Here’s a little from him about what he’s been up to:
Hi there, my name is Josh and I have been working on the Off Grid mod tools
producing some light-hearted hacks - primarily making Joe his very own
disco room where he can party the night away with disco lights and lots
of balloons!
This involved me taking a look at the pipeline for adding custom 3D assets into the levelkit and getting acquainted with lua, both of which were a very enjoyable experience, and you can see the results for yourself! While fairly new to the modding workflow, I have had a blast with it so far and I am definitely looking forward to making a full story-based level in future.
Speaking of levels, I have also had the pleasure of checking out and testing the demo level of Off Grid!
During testing, my aim was to identify bugs and explain to the team the steps to recreate specific bugs. For example:
- missing text on main menu - this was a tricky one that only appeared at certain resolutions, but was easily fixed by the team once
identified
- menu navigation with a controller - as most people
will be playing Off Grid at EGX, I thought it would be important to test
the controller experience, which lead me to a few navigation issues when
using UI menus - missing colliders: I spent several hours walking around the demo level trying to identify anything that I could walk through
Characters Ahoy!
The team spent a chunk of this sprint getting together new ‘docker’ type NPCs for the harbour level, with a little help from our good friend Silvia Bartoli. There was some wrangling to do as the NPCs are quite a complex array of components and AI behaviours and actions. They require ‘Ears’, viewcones, personalities, all the AI actions available to them, patrol routes, and related props like flashlights or tazers.We’ve also got a new character editing ‘tool’ for re-colouring the characters. This guy above is making the most of the metallic values on the colour lookup tables. :)
We specifically designed the geometry of the characters to make it easy for players to make distinct variations. Above, you can see the same character with a different colour lookup table applied, giving him a different skin colour, hair-do, and even profession - all done with a couple of switched textures.
We have also added blend shapes to the characters that players and modders in future builds will be able to control via lua - so when they spawn an NPC, they can define the model type, their weight via blend shape and their colour with colour lookup tables and textures.
The Experience
As mentioned, we spent a lot of time on mission scripting and refining player experience ahead of EGX - this meant new mission content for both the new Harbour level and the older Apostle HQ.
You can see the newly re-implemented drone above. These are now spawn-able through level kit as a guard type. We also put in a bunch of smaller and less noticeable gameplay script fixes to make the conversations read better and player experience smoother, including a conversation introducing the
light meter tool for sneaking through shadows.
PR You Ready?!
Rich has organised the next London Indies meetup on Friday October 6th, featuring Stefano Petrullo from Rennaisance PR. He’ll be joining us all the the Loading Bar in Dalston to talk about how to market your games, how to engage a PR firm and evaluate whether they canadd value to what you are doing, and how and why, in his view, events
are so important for indies!
It’s a 4pm start on the Friday and a nice way to wind down a work week with your fellow game devs. Check out all the details and RSVP here - look forward to seeing you!
And speaking of marketing - did you receive the very first Off Grid newsletter this month?! If not, SIGN UP now! What are you waiting for?!
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