Showing posts with label unity. Show all posts
Showing posts with label unity. Show all posts

Thursday, 31 January 2019

Sprint Round Up - 30.01.19 - The FIRST Sprint of 2019


Hello hello, here is your regular sprint round up of development through January!  Read on to find out what we have been up to, 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)

  • Work on workplace level design and early game tutorialisation, mission scripting and character conversations
  • Wrote some new AI states, goals and actions for a nuetral NPC character (using our new moddable, data driven AI behaviours) 
  • Worked on existing geometry in the Workplace level to get it closer to a completed level
  • Paper sketches of new level designs
  • Started grey-boxing on new levels 
Greyboxing a new level

Gameplay and Mechanics

  •  Design work for data view & app use cost changes

Controls and UX

  • Added a crouching first person camera:  the look from point is no longer parented to the rig, which improves camera targeting
  • Reworking of character controller and camera to give finer control
    • Now players have better control of jogging and sprinting both on controller and keyboard and mouse using Space/ B to jog, and repeatedy tap to get a sprint burst 
    • Crawling animations and controls have been fixed to work properly and feel nicer
    • There is a crawl sprint too!
  • Turn animations and transitions in blend trees have been sumplified for better control overall but smoothing and polish is needed still for smaller movements (some finer turning / control has been lost and is to be fixed in next update)
  • Started converting various UI elements to better font rendering and animation systems
  • Support for displaying controls as icons in middle of text in the UI
  • Rebuilt the AppWheel UI to better handle adding and removing apps
Converting the UI to Text Mesh Pro

AI

  • AI function to prefer or avoid particular devices.  Example:  the coffee offer message, sent to a guard, will reduce the cost of the UseCoffee Action, meaning that Guards prefer that Action and will go out of their way to use it rather than alternatives.
  • Added an optional personality requirement to have actions that are only runnable if an Agent has a particular interest (or not!)
  • Added stats to the Agent definition
  • Added generic actions to the Agent definition
  • Added responses (to other Agent's actions), adjusting Agent stats
  • Added reactions (stimuli in the world can thereby adjust Agent stats, based on personality)
  • Added an audio attribute to actions in agent definitions, to be played when they are performed

Modding tools and Lua API additions

  • Added support for loading apps from your current mission (as opposed to the global Apps folder, or app mod)
  • full screen modal window, 
  • Updated gizmo icons in LevelKit
  • Correct scale & rotation for bounding box when editing mission triggers etc.

Bugs fixed

  • Fixed a shader problem introduced after updating Unity

Other

AND:  WE MADE THE BRIT LIST!
http://www.kotaku.co.uk/2019/01/11/games-of-2019-british-games 


Thanks for reading, look forward to seeing you next time!


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!

Tuesday, 5 December 2017

Dev Blog Post 5.12.2017 - Social Engineering and Distracting Noises

We’ve been working with a bit smaller team for this sprint, so this is going to be slightly shorter blog post than usually. And we’ll switch the format slightly as well, so you’ll get a section from both of us telling about what we’ve been up to…

Steve:

My first month has flown by! It’s been great to get started and become acquainted with Unity, which has impressed me. I started off on Off Grid by poking around the existing code, and playing the demo level, which gives an good overview of where the project is. After that I was forced to do some real work; first of all, I exposed the ‘Noise’ system to Lua, meaning modders will be able to play sounds that the AI will investigate. I’ve also fiddled with the camera, with the Lua setup, the wiki, and a fair few under the hood changes that hopefully will help us create new content more quickly. Exciting times ahead!

Pontus:


Character profiling

We had already previously converted the text files we use to describe each character’s personalities and background information from old XML files into Lua. But as we'de designed some of our data mechanics, and especially the social engineering aspect of hacking and privacy bit further, we realised the profile format we had would not do the job.

So, in this sprint I’ve worked on re-designing the character profiles to use a tag-based system that allows us, and the modders, to easily add pretty much any amount of background information about the characters, and tag that data in a way that lets us then attach those tags to different data points, files and whatever inside the game, and hook it into the AI’s behaviours easily.

(and same as with our mission progression system and many other things, the design goals and explanation how it works ended being much more complicated than the actual implementation, so no need to worry, this is really simple system for modders to use and should be very extensible and flexible for all the crazy weird hacking stories and tools modders might come up with which we never even thought about…)

While doing the required changes for this, I also added few quality-of-life improvements, so the levels can now automatically load character profile files, and the image files used for character colour customization, both from the level’s own folders and from the Common folder used for sharing things that might be used in multiple levels. This means that we don’t need to duplicate character files to each separate level where the same character might appear, and also modders will have easy access to some pre-made characters they can use in their own levels without having to even bother with the actual character profile files until they want to create some new characters of their own.

Sending SMS, with Lua

We are then using those character profiles to generate text messages (and eventually e-mails, and other files as well) that get sent to all the characters, and that the player than intercept, read though, and use to learn about the characters (maybe to figure out how to distract a specific guard, or to help guessing someone’s password, and so on).

This is nothing new, the SMS system has been in place for long time already. But the source file we used for the SMS templates was the last remaining XML file in the game, so of course that had to be converted to Lua as well… If nothing else, it’s more consistent and easier for everyone to deal with the same language throughout the project, but it’s much more human-readable syntax as well.

To take things a bit further than that, we thought that maybe the actual code used to generate the messages could also be moved into Lua. This certainly isn’t something you’d want to mess around for every mod you make, as it’s a bit more complicated than the rest of our mission and character files, and the actual content you see in-game can be changed easily by just creating different character profiles anyway. But exposing that code to the modders might open some interesting opportunities, maybe for localizing the message generation to some language with different grammar than what English has, or to build something more complicated than what the base game needs to go with some awesome mod you are making. We’ll see what happens!

Oh, and of course I made sure both the template file and the actual message generator code can be loaded from both the Common folders as well as from the level-specific folders, just like with the character profiles.

Outro

That’s everything for now! We’re not quite sure yet if we’ll have a short sprint (and one more blog post this year) or if we should just make it a long one and return back to you in 2018! Either way, we’ll make sure to let you now when the next blog post is out!

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!

Thursday, 2 March 2017

Off Grid sprint update 02.03.2017 - A little *more* conversation

A little more conversation, a little more action, please!


Somebody must have been listening to a little Elvis Presley around here. Are you dancing in your seat a little bit? We are! :P

Annnnnnyway - a merry March to you!  We’ve had a good February, full of all kinds of progress, on systems, content, and biz dev, so without further ado, here’s our action:

Finishing the city map

There were few small details we wanted to do on this pass of the city map scene left for this sprint:


First, what would a map be without proper markers? We replaced the placeholder ones featured in last dev blog post with new ones, this time drawn on the UI side. Not only do they look cleaner, but also this means we can more easily switch markers for different missions; for example, to differentiate between side quests, or different story lines and content coming from different mods.




…and then, we added support for multiple missions taking place in the same location, or in same city district. Just because it seemed like a good idea. We’ll still need to add the UI stuff for selecting between the missions if they are available at the same time, but on the code side, things are already in place.

Saturday, 28 January 2017

Sprint Update - 27.01.17 - Voron-Oi-Oi-Oi

Hello folks!  We hope you have had a good start to 2017 and are fully recovered from the post holiday slump! It has been a pretty busy start to the year for us. We have built a whole new system for mission selection, added new characters and missions, and all the while been busing doing release planning and following up on biz dev.

Rigi.py



We rigged up a new character and have been working up some new content.
There is a fantastic python script available to take the standard Rigify add-on in blender. It gives you the ability to to switch between the tools needed for animating in Blender and alternatively stripping the export down to just what is needed for importing into Mecanim for setting up with Unity’s humanoid system. We won’t say any more but if you use Rigify and Unity this will make your life sooo much easier!

You can grab the script from here:
https://github.com/trynyty/Rigify_DeformBones/blob/master/Rigify4Mecanim.py

Friday, 30 September 2016

Sprint Update 30.09.2016 - BIOS-ecurity hazard


Hello, hello!
This sprint we’ve been hard at work extending some of our core systems and playing with hacking NetDevices. There has been some great progress on how the interactions with internet enabled devices around the level will produce gameplay and we have developed a couple fo new features that we are excited to show you! Read on!

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!

Saturday, 10 October 2015

Off Grid Development Update 5.10.2015 - Eyes in the skies



EGX

It’s been one more month in Off Grid development, so what have we done this time? Well, the EGX expo in Birmingham, for example, where we spent a few days displaying the game and doing a bit of live prototyping & development at the same time!



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!