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Sprint Roundup 29.07.20: An iterative process

Devblog time! From making all characters playable, API improvements, and an overhaul of our setting systems, we've packed a lot in to the most recent sprints this summer.

New character spawn system


On the last sprint roundup, we talked about the new NPC creation system - a more flexible system to create various types of NPCs. That was the phase one of a bigger goal: to improve and simplify the process to spawn all characters - NPCs or playable ones. The second (and final) phase was all about making all characters playable! Now all character prefabs are generic, and every character can be a NPC or playable. To change between these two states now just requires defining in a single line in the mission script, which, for examples, looks just like this: characterType = "npc". The game will automatically handle add the needed components and connections to make the character controlled by the player or the AI. This means you can now easily make a mission in which you can play as a guard and Joe can be an NPC! It's a big change that gives so much more flexibility when creating new missions.
Revenge! All characters can now be made playable - and that means Joe finally gets to use a tazer himself!

Look Up Tables


We also reviewed how the characters are currently implemented, and decided how we want them to work with regards to the character look up tables. Following this, we decided to create a new LUT template that would work for all characters whilst still enabling a variety of characters to be created from a single mesh, which will also take into account the new head prop system. For this system to work, a new UV layout has been created, which has been a great opportunity to review all existing characters and tidy up any issues with these characters too.

Timeline


There's been a lot of work getting Timeline to play nicely with spawned characters and our Lua API - so recent work has centered around implementing the playable sections of the intro to the game making use of this. It's been an interesting process with lots of back and forth as Timeline really does seem like a tool made for making animated movies in Unity rather than controlling entities in a game engine between playable sequences. Writing "playables", the Unity components needed for scripting different functionality into sequences, is a little arcane too! None the less, we now have something that is looking pretty good and sets the whole game up nicely. We think you are going to enjoy this!
A scene from the intro we're currently working on using Timeline

Settings


We improved the settings system, and added new settings to give players more options and to add other important small quality of life features.
OFF GRID main menu - where you can change settings as you please! The new and updated settings are: Gameplay
  • Vibration: enable or disabled the controller vibration
  • Auto hide mouse: the game have full control if the mouse cursor is shown or not, dependent if the player is playing with a keyboard and mouse or a controller
  • Mouse locked [only available if the "auto hide mouse" option is disabled]: Always show or hide the mouse cursor
  • Follow camera: if enabled, the game camera will always follow the player character
Graphics
  • Brightness: increase or decrease the screen brightness
  • Resolution: select the resolution in a list of available ones, the user screen native resolution is set as default
  • Fullscreen: selected between fullscreen or window mode
  • Locked framerate: it is possible to play the game on a unlocked or a locked framerate
  • Vsync: the options here are off, on, or half
  • Anti aliasing: the available options on this field are FXAA (FastApproximateAntialiasing), SMAA (SubpixelMorphologicalAntialiasing), TAA (TemporalAntialiasing) or none
  • Anti aliasing quality: the player will also be able to choose the AA quality level if it's selected FXAA or SMA on the option above
  • Shadows Quality: it's also possible to select the shadows quality (high, medium, and low) or disable it completely
Quite a list that is! All together, they will certainly improve user experience.

API Improvements


Making games is very much an iterative process, often requiring going back a few steps and re-doing what you have but in a slightly better ways. Over the development, we've grown our Lua API a fair bit, and sometimes things haven't ended in the most logical place, or with the most descriptive name. And in quite a few places we've eventually come up with a more convenient, or more flexible, way something could be done instead. So, while we still have a chance to make massive, breaking changes to our Lua API without annoying all the modders by breaking their mods, we've done a bit of an overhaul of our Lua API in general. In short, the API is now less verbose, more consistent in its syntax and its use in various Lua scripts in the game, automates certain setup tasks better, removes some easy chances of making mistakes in your scripts, and after all the changes, our mission scripts shrunk in size by about 25%, so you'll probably end having to write less code to make your mods as well!

In summary


As always, a quick list-based summary of the progress: Characters
  • Finished the new spawn character system
  • Bugs fixed and polish on characters and save systems
  • Character LUTs
Content (Level Design and Art)
  • Intro cutscene playable and tutorialised
  • Testing the Unity Timeline integration with our Lua API and extending it to fit the implementations we need it for
  • Work with virtual cameras and targeting in Intro to make them behave nicely now they are following dynamic spawned targets
  • Continued work on the harbour level
  • Harbour props - creating fences, gates and cranes to help make the harbour feel more authentic
  • Adding head props to the unity project
Controls and UX
  • New and updated settings
AI
  • Writing custom AI Agents for intro level interactions
Modding and Lua API additions
  • Updated some existing levels to new Lua API
  • Added in-game debug UI with support for executing Lua commands while testing the game/mods
Bugs fixed
  • Lots of generic clean-up and fixing various small bugs
As always, thank you for reading and following along on this development journey! The OFF GRID Team 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!


[ 2020-07-29 16:00:45 CET ] [ Original post ]



Off Grid
Semaeopus
  • Developer

  • Semaeopus
  • Publisher

  • Coming soon
  • Release

  • Indie Strategy Adventure Simulation Singleplayer
  • Tags

  • Game News Posts 74  
    🎹🖱️Keyboard + Mouse
    🎮 Full Controller Support
  • Controls

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  • Review Score

  • http://offgridthegame.com/
  • Website

  • https://store.steampowered.com/app/526720 
  • Steam Store

  • 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.

    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
    RECOMMENDED SETUP
    • 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
    GAMEBILLET

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