Friday, 11 December 2015

Off Grid Sprint Update 11.12.2015 - File transfers



Our last sprint was mainly about building the simulation of mobile and wireless networks, how devices connect to them, and converting all out existing data systems to send the data through these networks. But of course the goal wasn’t just for the existing things to work with the networks, there was a bigger reason why we needed to build that simulation…

Wednesday, 11 November 2015

Off Grid Development Update 11.11.2015 - Networking



One more sprint mainly focused on background systems, but this time at least it’s something pretty integral for the game we want to build, and something we’ve been needing for a long time.

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!



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.