Sprint Update: Spring Character Cleaning
The last two sprints have seen improvements in the user experience for players, but even more so for modders. That also means it helps us in making content - as we use the same tools ourselves. Most noticeably for everyone, the look and feel of the data view has been improved. This makes it easier for players to find and access the data they want in the levels, making the whole experience of targeting data feel better. For anyone with access to our LevelKit and modding API, we have been rewriting lots of our API to simplify the scripts, make sure different functions use consistent syntax, and can be used everywhere. This reduces the amount of information modders need to write, and automates more of the level setup steps on engine side to reduce the amount of things content creators need to handle.
Another major task has been coordinating work by a few of us on characters, their accessories, LUT colours, and how the prefabs are organised for all of this. We finally removed the last remnants of prototype characters that have been in the game since day dot too. It has been liberating to do some spring cleaning! This has also meant that the full remit of characters in all colours, shapes and sizes are now implemented across the game, AND they can be tweaked and modded to your heart's content! Next up is fleshing out the rest of their personalities and conversations!
New characters have entered the building!
Character customisation - accessories, hair, and colours can be changed.
NPC direction has been improved when performing certain actions, like interacting with a device or walking through various points. As the navigation mesh system isn't made to have an agent to face a certain orientation or to be in an exact position at the end of its path, it's needed to tweak the object direction and position with code, and at the same time control the animation manually to make everything seems as fluid as possible. The facing orientation is really important in patrolling because it's a game design pillar for stealth games to control where the player can navigate through a level. It's also important when the player is interacting with devices - for the animations to seem correct, the NPC needs to be in a certain position facing a specific direction. We also added a gizmo to help us visualise in the level each direction the NPC should face at certain points such as interacting with interest points, as you can see in the screenshot below:
Arrow indicates the direction this non-playable character should face. This helps us and modders to line up the characters correctly when setting up the patrol routes and interactions.
This is really Phase One of a bigger feature and task that we are going to talk more about in the next blog post, but for now we are going to focus on the NPC part of it. We are developing a more flexible NPC system to have various types of NPCs with different action, behaviours, or items. It's really important to have diverse levels, and also to give good tools for the community to create dynamic mods. In terms of developing the game, this is also really helpful to us because it's a good opportunity to improve and clean some code. This has already resulted in improving the AI search actions and debugging the code in a faster way.
Expect a new build for all of you FIRST ACCESS folk next month - we'll give you a heads up as soon as it's done. Here are some of the changes you can expect to see: Characters
Thanks for reading! If you havent already - be sure to wishlist OFF GRID on Steam - each wishlist makes a big difference to us, and we really appreciate your support! Thank you!
[ 2020-05-20 13:52:18 CET ] [ Original post ]
May we welcome you to the latest OFF GRID devblog! As always, there are continuous improvements being made, and we hope you enjoy hearing about it all.
Improving User Experience
The last two sprints have seen improvements in the user experience for players, but even more so for modders. That also means it helps us in making content - as we use the same tools ourselves. Most noticeably for everyone, the look and feel of the data view has been improved. This makes it easier for players to find and access the data they want in the levels, making the whole experience of targeting data feel better. For anyone with access to our LevelKit and modding API, we have been rewriting lots of our API to simplify the scripts, make sure different functions use consistent syntax, and can be used everywhere. This reduces the amount of information modders need to write, and automates more of the level setup steps on engine side to reduce the amount of things content creators need to handle.
Character Updating
Another major task has been coordinating work by a few of us on characters, their accessories, LUT colours, and how the prefabs are organised for all of this. We finally removed the last remnants of prototype characters that have been in the game since day dot too. It has been liberating to do some spring cleaning! This has also meant that the full remit of characters in all colours, shapes and sizes are now implemented across the game, AND they can be tweaked and modded to your heart's content! Next up is fleshing out the rest of their personalities and conversations!
New characters have entered the building!
Character customisation - accessories, hair, and colours can be changed.
NPC Direction
NPC direction has been improved when performing certain actions, like interacting with a device or walking through various points. As the navigation mesh system isn't made to have an agent to face a certain orientation or to be in an exact position at the end of its path, it's needed to tweak the object direction and position with code, and at the same time control the animation manually to make everything seems as fluid as possible. The facing orientation is really important in patrolling because it's a game design pillar for stealth games to control where the player can navigate through a level. It's also important when the player is interacting with devices - for the animations to seem correct, the NPC needs to be in a certain position facing a specific direction. We also added a gizmo to help us visualise in the level each direction the NPC should face at certain points such as interacting with interest points, as you can see in the screenshot below:
Arrow indicates the direction this non-playable character should face. This helps us and modders to line up the characters correctly when setting up the patrol routes and interactions.
Improving and cleaning the NPC creation system
This is really Phase One of a bigger feature and task that we are going to talk more about in the next blog post, but for now we are going to focus on the NPC part of it. We are developing a more flexible NPC system to have various types of NPCs with different action, behaviours, or items. It's really important to have diverse levels, and also to give good tools for the community to create dynamic mods. In terms of developing the game, this is also really helpful to us because it's a good opportunity to improve and clean some code. This has already resulted in improving the AI search actions and debugging the code in a faster way.
What will you see in the next build?
Expect a new build for all of you FIRST ACCESS folk next month - we'll give you a heads up as soon as it's done. Here are some of the changes you can expect to see: Characters
- All protoype characters removed and new characters implemented across the game
- Characters available in all colours, shapes and sizes now in game - ready to be tweaked and modded as you please
- Improved creation of NPCs:
- Ability to create different types of NPCs with various actions and behaviours in a flexible way
- Some components are added in runtime, using the information in Lua scripts
- Simplification, merging, and removal of some NPC scripts
- Support for scheduling things to happen based on date / time (in addition to the existing "do after X seconds" option)
- Fixed issues with data view visible range and actual targeting range not matching
- Improved visibility of data & data trails
- Fixed data view range not always resetting to minimum correctly
- Fixed data view shader using negative transparency with missing/bad UV's on meshes
- New system to control the NPC direction at certain actions:
- It improves the movement before the NPC interact with a device
- Gives more control in the guard's patrol
- Gizmo added to visualise the desired direction
- Cleaner organisation and seperation of NPC functionality, which should make debugging various parts of the codebase easier
- Lots of Lua scripting API cleanup, with more consistent and less verbose syntax for things
- Requirements for level creator / modder to set up certain things have been removed and are now handled automatically instead
Other tasks and upcoming events
- Rich did a presenation on modding and mod communities for Tentacle Zone: [previewyoutube=oFoYEiDI1TY;full][/previewyoutube]
- We submitted to Steam Games Festival - fingers crossed!
- Moving and tidying of all Semaeopus and OFF GRID organizational documentation to a new system
Thanks for reading! If you havent already - be sure to wishlist OFF GRID on Steam - each wishlist makes a big difference to us, and we really appreciate your support! Thank you!
Off Grid
Semaeopus
Semaeopus
Coming soon
Indie Strategy Adventure Simulation Singleplayer
Game News Posts 74
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
No user reviews
(0 reviews)
http://offgridthegame.com/
https://store.steampowered.com/app/526720 
The Game includes VR Support
Off Grid is a 3rd person stealth hacking game where data is your most powerful weapon. Off Grid forgoes combat for hacking tools and ingenuity, and is completely moddable.
Gameplay utilises unique mechanics that allow you to manipulate the world and people around you with the data they unwittingly leave behind. It’s a stealth game where the player can truly hack and manipulate objects in the environment.
Players, modders, and hackers will be able to use the game to create new and interesting levels with stories about surveillance, hacking and the internet of things.
Gameplay utilises unique mechanics that allow you to manipulate the world and people around you with the data they unwittingly leave behind. It’s a stealth game where the player can truly hack and manipulate objects in the environment.
Players, modders, and hackers will be able to use the game to create new and interesting levels with stories about surveillance, hacking and the internet of things.
Features:
- Stealth and hacking gameplay based on use of data and environments rather than weapons and combat
- Hack into lifelike simulated networks and data with realistic hacking techniques and tools including SSH, sidejacking, and social engineering of the AI
- Contemporary storyline and missions related to real-world events surrounding data privacy and mass surveillance
- Fully moddable content encouraging players to create new and interesting levels, whether complete fantasy or mimicking hacking in the real world around them
- Outstanding audio and original soundtrack from Jonas Jensen and Lyndon Holland, the BAFTA-winning composer from the game Virginia
MINIMAL SETUP
- OS: Ubuntu 16.4 or equivalent
- Processor: Intel Core i5 2300 or AMD FX6120Memory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: GeForce GTX 550 Ti or Radeon HD 6770
- Storage: 10 GB available space
- OS: RISC architecture is gonna change everything
- Processor: P6 chip. Triple the speed of the Pentium
- Graphics: 3Dfx Voodoo capable GFX cardSound Card: The Sound Blaster 1.0 ( "Killer Kard")Additional Notes: 28.8 KBPS Modem
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