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learnmscsecurity · 1 year
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HacknetGame HackingGame
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dalihdgaming · 1 month
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Anonymous Hacker Simulator | NEW APARTMENT
Step into the shoes of a skilled Anonymous hacker and embark on a mission to unveil the truth hidden behind a sinister organization's plans to monitor civilian data and enforce mass surveillance.
Anonymous Hacker Simulator on Steam:https://store.steampowered.com/app/2487060/Anonymous_Hacker_Simulator/
#AnonymousHackerSimulator #jimmydali #hackinggames #Sicarius #playthrough #walkthrough #anonymous #hacker #simulator
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Welcome to the CAEHP i.e. the Complete Android Ethical Hacking Practical Course . My name is DEBAYAN DEY and i will be your Instructor for the CAEHP Course. CAEHP is one of the Most Comprehensive Real World  100%  Hands-On Practical Approach on Android Ethical Hacking...!!! Now this course is designed for anyone who is interested in learning how an attacker attack and get the information from the victim. CAEHP is designed by keeping in mind that most of us are not having laptops or computer machine to work for most of the time.  Thats why in this course curriculum , you need not require any laptop or computer system. Only you need an android device and this entire course is 100% practical based ! isn't this amazing ??? You may see 6 or 7 section today , once you land in this course after few weeks , you'll see more sections and videos are added up.  so this is the advantage of taking this course that you'll get regular updates about the new features and attacks and how you , as an individual can prevent yourself  from such an attack. so currently in CAEHP course  , we have 6 Section + 1 Optional Section and 1 Bonus Section #hacking #hackinglife #hackingtheplanet #hackingfriday #cybersecurity #mobilehacks #penetrationtesting #ethicalhacking #hackingout #kalilinux #hackingmarathon #hackinginstagram #hackingexposed #hackingdata #hackingbegins #hackinggame #hackingforgood #hackingnews #hackingeducation #hackingsimulator #metasploit #hackingthehuman #hackingchallenge #hackingtool #hackingworkshop (at Bangalore, India) https://www.instagram.com/p/CB7KlGoFE4b/?igshid=lzpoybnqjn7r
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alpha-decode · 4 years
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What did you feel like ? . . Credit - @hackingkingdomofficial . . . Follow Us for more @alpha.decode . @alpha.decode . @alpha.decode . . . . #hacking #hackinglife #hackingtheplanet #hackingfriday #hackingthecolorwheel #hackingshit #hackingyoungsters #hackingmedicine #hackingmarathon #hackingout #hackinginstagram #hacking4humanity #hackingexposed #hackingdata #hackingbegins #hackinggame #hackingworkshop #hackingtool #hackingthehuman #hackingchallenge #hackingtaiwan #hackingsimulator #hackingeducation #hackingnews #hackingforgood #HackingYourLeadership (at Amsterdam, Netherlands) https://www.instagram.com/p/B6sBX4ngL6y/?igshid=t69elf5zt5wk
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offgridthegame · 6 years
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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!
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!
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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 Francis 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.
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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:
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‘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!
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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.
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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.
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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.
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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.”
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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
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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 runnning 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
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tamilhacking127001 · 4 years
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How To Save From Hackers 1) Increase Password Length It Will Take Some Time To Crack You.. If You Want more Info Follow for More Updates 👉👉 @tamil_hacking Follow for new thing👉👉@tamil_hacking #ethicalfashion #ethicalhacking #blackandwhite #termuxhacking #termux #androidhacking #android #fsociety #cybersecurity #grayhat #grayhathacker #whitehathacker #whitehat #blackhathacker #pentesting #phisingattacks #phisingattac #anonymous #socialengineering #cybercrime #blackhat #tamil #hacking #hacker #hack #hacklife #hackinglife #hackingfriday #hackinggames #hackinginstagram https://www.instagram.com/p/B9X7vASA9k8/?igshid=uo5czdk4rltn
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hackerwrongway-blog · 5 years
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Email Scraper{Plz Use VPN to open}[Cracked]🦉 Another basic application. This one can scrape a URL for any email addresses. It will store said email addresses in a table. You can export the email addresses to any of the following formats: 🔻Download :- http://cashflies.com/q48lZ Note :- Must use VPN #HackerWrongaWay Carding #cardingan #cardinganmurah #cardinganmurahlabuh #cardingmillvalley #cardington #cardingwool #carding #trusted #carder #amazon #iphone #samsung #trust #shopping #online #onlineshopping #oppo #vivo #oneplus #phones #smartwatch #camera #dslr #bestoftheday #apple #like4like #follow4follow #likeme #likeforlikes #followforfollowback #cheap #watches #smartphones #photography #cardib #cardibmemes #Hacking #hackinglife #hackingtheplanet #hackingfriday #hackingthecolorwheel #hackingshit #hackingyoungsters #hackingmedicine #hackingmarathon #hackingout #hackinginstagram #hacking4humanity #hackingexposed #hackingdata #hackingbegins #hackinggame #hackingworkshop #hackingtool #hackingthehuman #hackingchallenge #hackingtaiwan #hackingsimulator #hackingeducation #hackingnews #hackingforgood #HackingYourLeadership #ijoy #ijoymercury #imidv #cybersecurity #learn #cloud #phishing #cracking #hackers #hack #hacknowledge #cyberguy #cyberpunk #cyberknowledge #computerscience #computer #technology #techy #laptop #hardtech #newtech #programming #coding #web #webdevelopment #bug #malware #network #networksecurity #ethical #virus #vulnerability #backdoor #metasploit #termux #osi #tcp #icmp #cryptography #github #kalilinux #encryption #hacker #serverlife #programmer #coderlife #code #coder #developer #development #webdeveloper #programminghumour #programmingmemes #softwaredeveloper #softwareengineer #software #programing #python #javascript #java #webdesign #funny #datascience #algorithm #nasa #softwareengineering #hacktivist #blackhat #programmerslife #anonymoushacking #anonymous #networking #photography #beutifulgirls #model #deepwed #darkweb #Futurism #CyberWar #RedTeam #Hacking #Research #Tactics #Books #tools #kali #termuxindonesia #termuxandroid #termuxhacking #termuxtools #hackinginstagram #hackingout #usertermux #hackerindonesia #hackingtutorials #cac https://www.instagram.com/p/B1dbPhSFuO-/?igshid=hieqk33600di
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dalihdgaming · 1 month
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Anonymous Hacker Simulator Playtest | FULL PLAYTHROUGH
Step into the shoes of a skilled Anonymous hacker and embark on a mission to unveil the truth hidden behind a sinister organization's plans to monitor civilian data and enforce mass surveillance.
Anonymous Hacker Simulator on Steam: https://store.steampowered.com/app/2487060/Anonymous_Hacker_Simulator/
#AnonymousHackerSimulator #jimmydali #hackinggames #Sicarius #playthrough #walkthrough #anonymous #hacker #simulator
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dalihdgaming · 8 months
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Anonymous Hacker Simulator PC Gameplay 1440p 60fps
Step into the shoes of a skilled Anonymous hacker and embark on a mission to unveil the truth hidden behind a sinister organization's plans to monitor civilian data and enforce mass surveillance.
Anonymous Hacker Simulator on Steam: https://store.steampowered.com/app/2487060/Anonymous_Hacker_Simulator/
#AnonymousHackerSimulator #jimmydali #hackinggames #Sicarius
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offgridthegame · 6 years
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Sprint Round Up - 18.06.18 - Cheat to complete!
This sprint included a major milestone... playing the game from start to finish!  :D
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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:
Stub-out of all levels
Stubbed out the game's level sequence and the logic that ties it all together then threw in a completion hack to 'play' the game end-to-end
- Made stub grey box rooms for all remaining levels - Created completeable mission scripts for missing levels - Created level.json and preconditions to make all levels tie together and the game "completeable" - Added dev laptop to all levels and added setting in the device so you can ‘hack’ the laptop to complete the mission. - Made a couple fo test builds and made sure the game is fully ‘completeable’ end-to-end.
Save System
- Set up save files to save persistent data (to last throughout a play-through, rather than just during missions)
Devices
- Added functionality to mission and device scripts to enable state to be saved. - Refactored devices to work towards formalising their operations, and allow for more modding potential.
Updating to Unity 2018 (and everything else)
Unity update, and updated just about everything else to latest versions at the same time. - Updated Unity project to run on 2018.1 - Sound engine & Unity integration updated to Wwise 2017.2.4 - Updated ReWired to 1.1.14.4 - Updated PostProcessing stack to v2      - also updated our settings system and postprocessing profiles to work with the new system - Updated Cinemachine - Added ProBuilder and Text Mesh Pro to project (giving nicer tools for modders since you can build things inside Unity instead of being limited to our levelkit pieces or using external 3D software to build things with)
App System
Needed to undergo some refactoring to ensure full functionality, this has meant a bit of digging around
Bug fixing
- Fixed a Mac path problem that was preventing levelkit work being done on Mac - Fixed a shader used in harbour that was using a deprecated function - Added workaround for Unity not handling nested Canvas Groups correctly (to fix issues with invisible selectable buttons in main menu screen) - Fixed level loading from mods (built-in levels and ones added as mods have a different path for level.json which needed to be taken into account when looking for available levels) Sprint complete!  Thanks for following along with us. 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!
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offgridthegame · 6 years
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Sorting out motivational issues
Hello!  It’s Pontus here this time. You've already read about us recently making a trip to USA for GDC and PAX, and about the push for new content and polish we did before that.  As things go, that kind of quick development tends to mean lots of new stuff is added at the last minute, and sometimes maybe not tested in every possible situation.  Or there's a good chance there are some odd bugs and things that only appear after a while, or in very specific conditions.  Things that in the long term would get noticed, added to our bug list, and eventually fixed... but in a 4-week rush, things sometimes go less than perfectly and some features might end up being a bit buggy.
In multiple ways, sometimes.
Most of my sprint was spent on fixing biggest issues we found in our PAX build, and most of that didn't end being much to talk about.  But one of the bugs ended being a bit more interesting to figure out, and while I'd usually prefer talking about design, I though some insight on this side of game development could still have some value.  So, this is going to be more or less accurate story of our guards not behaving as intended, as I saw the issue through bug reports on our Jira board, and watching people play the game & testing things myself afterwards trying to figure out what exactly was going wrong.  And also a nice example of how the most obvious explanation often isn't quite true!
There's something wrong with our guards
So, the first thing I heard was one of the other team members saying our guards were sinking to the floor, in t-pose (which is basically a clean starting pose used for character animation, standing with your arms at 90 degree angle to your sides). Not what you'd want to see in the game, but my immediate guess was that there's just a missing animation file somewhere, which would be easy enough to open the animation tree, figure out what's missing, drop the file in, and it's fine.
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The second problem, which was noticed during PAX, was that sometimes the guards just seemed to stare straight at the player, but not actually react in any way. Of course there's a distance check for how far away they can see you, and also the lights and shadows affect the player visibility, so it's not so easy to say for sure. But it seemed like they should have spotted the player.
So we did what you do when demoing a game at events, not being able to open Unity and debugger... we watched people playing it and noticed some things.
The guards seemed to work fine, until they went for a coffee break. When they did, they sometimes seemed to continue drinking coffee, either just spending the rest of their working day hanging around the vending machines sipping coffee, or sometimes taking their coffee with them, going to patrol but constantly stopping to sip a bit more from their cups. (Actually, that sounds pretty realistic! :D  Sadly it didn't look great, and wasn't the behavior we wanted from them. And they didn't bother to chase the player any more, which is less than optimal for a stealth game).
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So, more info added to to Jira bug reports, and since we had just added the animations and related AI actions for the guards to do the coffee breaks (rather than just standing next to the vending machine for a bit to "take a break", something missing in the animation tree and probably in the AI action seemed a pretty likely explanation).  Now I just had to survive people running into same issues over and over again until the PAX weekend was over and I was back at my desk with Unity again.  Always great to see your work being broken again and again without being able to do anything about it!  :D
Debugging and fixing the bug
The first thing I did was open a scene with few guards and a vending machine in it, and just let the game run with error log open to see if I could observe the same issues, and if there were any useful errors.
After half a day, I hadn't seen the "t-pose through floor" issue, but I definitely did notice the guards gave up their work day around the first coffee break.  Sadly no useful errors appeared, and even with our AI tools open everything seemed fine, the guards took a break, and returned to patrol (based on what AI was doing), yet on-screen they stayed drinking coffee instead.
So, maybe we were right about animation issues. Time to open the Animator window.
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(not the exact Animator setup I was facing, this screenshot is from earlier in sprint so it's missing some gestures we added later)
The states seemed OK, we were triggering a "gesture" with a number code to tell which gesture to play. It would then play one of the states, check for when the animation has completed, and then tell our animation controller script it's done. There are some issues with that, which I'll get into a bit later, but at least that should work for the guards to complete the gesture and get back to patrol. So I needed some other explanation.
...Half a day more of staring at the guards walking around the level, with various logs and inspector windows open, trying to see what could be wrong.  And then I noticed it.  The AI takes breaks when it runs out of "motivation."  Motivation in this case is pretty much just a number we track, decreasing it a bit for every boring task they do, and then when it reaches 0, we tell the AI it wants to take a break, which will then restore the motivation.  But for some reason it wasn't being restored. The guards would go for the coffee break, but somehow the coffee wasn't refreshing them at all, so they kept drinking more, and more, and more!
It turns out the gesture system was telling the animation system that it was done playing the gesture, but nothing was informing the rest of the AI that it's fine, you've completed your gesture action. So, with a few more lines of code the guards were now returning to patrol after few sips of coffee to refresh themselves.
Kind of.  They were indeed returning to patrol, but would still sometimes keep staring at the player in front of them like you were invisible. Or happily drink their coffee as if they were thinking that the odd guy running around the office building in the middle of the night was someone else's problem during their coffee break. And that's where the aforementioned problem with the gesture animation setup comes to play. The characters would start the gesture, then go through the animations, and then tell the AI to complete the action and start doing something else.  But what if the player walk past the guard while he is in middle of the gesture?  We needed to add a way to break them away at any point if the AI tells there's something more important to do:
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Slight pain to set up, but basically, every single animation state needs to have two exit transitions, one for when the animation completes normally, and other that can be triggered by the AI and set up to immediately interrupt everything and exit the gestures tree.
This seemed to work:  I ran around the guards, interrupting them in different ways and at different times during their breaks, and they now reacted immediately, dropped their coffee cups, and started chasing me.  Bug fixed!
...or more debugging and fixing more bugs.
While doing some final testing to confirm the bug was now gone, I somehow got the guards even more confused.  Now they were correctly reacting to me and starting the chase, but then sometimes just ended up stopping in middle of everything, with their AI not able to figure out what to do.
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That was odd, as based on the logs, the guard was happily chasing the player, waiting for the chance to fire his taser (probably with a grin on his face even though our characters in general don't have mouths!).  He lost the sight of the player, so he made an estimate where the player might be, but couldn't find anything.  And then it all goes wrong.  At that point, the guards should go into search mode, where they select a bunch of search points from the level around them, then jog to each of those locations looking for the player, and after doing this for a while decide the player must have disappeared and return to normal patrol.  But sometimes the guards would just completely give up instead - the AI not being able to come up with any sensible plan left the character frozen in place.
So I spent another hour running around the level, trying to get the guard to see me, and then trying to escape him in different ways and in different places, looking for some kind of pattern at least.  Let's just say it's not easy - the guards are pretty good at catching you.  Eventually, I noticed that this only happened sometimes (but not always) when I was running up the stairs from our test scene lobby. To be fair, that's just about the only way I could actually escape from the guards in that level, so it took a while before I even started considering that the stairs might have something to do with it.  And of course, verifying that as the reason was even harder, since now it wasn't enough to get the guards to see me and then escape, but I also had to make that happen so I'd escape exactly at right time while running in the stairs, with enough distance between me and the guard.
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Indeed, that ended up being the very specific situation which was triggering the AI confusion.  I probably would have never even ran into it if I hadn't spent that much time testing for the animation/AI/coffee break issue in the same level.  After some nosing around in our code, I found an old hack we had put in place earlier to prevent the guards from using stairs (we had some issues with bit too steep incline on some stairs earlier, but the limitation should have been removed already).  I found a line of code that was pretty much saying “if your target is more than 2 meters above or below you, you can't go there.”  And, annoyingly, it was doing it bit too late to really work nicely to start with, so the AI had already set the target and planned for it, and then that line was just saying that the plan can't be done. Not that the AI would have any other plan to work with, so all it could do was throw its hands up in the air (metaphorically, although I'd really like to actually add an animation for that in the game!) and give up.
Done!
So, after few days, and staring through tons of code, and carefully observing the Animator trees, and our AI inspector, and tracking values in the code, what we thought was one bug somewhere messing up the guards and making them not see the player (and maybe play wrong animations) it actually ended being a bunch of separate issues that all just happened to surface at the same time, plus one more which I only found because of all the testing I had to do to figure out the others.
As for the "Sinking into floor in T-pose" bug I started with?  I was never able to replicate it.  Not a single time during all this, even though I even had a screenshot as evidence.  Maybe it was some even more odd glitch, or maybe it was fixed as a side-effect of something else I did, I have no idea.  But I haven't heard any complaints about that happening from the rest of the team either, so I decided to just mark that bug as "fixed" in Jira as well. :D
Also, after getting annoyed about trying to get spotted and escape a very specific situation again and again, while also trying to monitor logs and other stuff, I ended making good use of our Lua apps system, and made one that turns the player invisible. That took about 10 minutes to do, so at least our apps system is showing some great potential here.  I don't see this one being an actual feature in the game for obvious reasons, but it is great tool for testing the levels and debugging AI!
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That's it for now, maybe I'll get to talk about more design-y stuff next time!
Pontus
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!
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offgridthegame · 6 years
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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!
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Now for the sprint round up:
Upgrading the App System
Evaluated current app system and how to get it to fit our requirements & designs
We’ll need to change things a bit so the apps are fully controlled by the Lua scripts
Bug fixes and tweaks after PAX & GDC
Screen fade to black moved to UI, removed all old fade systems/code
…so fades now work reliably on player death, level restart/completion etc.
Pause menu scroll bar was misaligned to edge of screen instead of edge of menu
Fixed guards being stuck in wrong animation / AI states after taking breaks
Taking breaks restores motivation correctly (for NPC’s not just us developers)
 Added interrupts in animation system to break out of animation before it completes. (Now the NPC’s don'ät need to finish their coffee before they can start chasing the player)
Fixed guards sometimes not chasing player
…see above. They *tried* but it’s hard to run while also drinking coffee
The AI system for selecting target locations still had some old code that limited target locations within +/- 2 meters vertical from NPC position. When player disappeared out of sight in stairs etc. that stopped the AI from following.
Fixed our build script’s “build all” option only building Windows.
…also made it ask for all the options needed *before* making the builds, not in between each platform. Otherwise the person making the builds can’t go for a coffee while waiting the build to complete ;P
Data view textures and colours conforming (props sucha as paper sheet and some devices had wrong data colour)
Fixing the formating in the text for some devices (Extra tabs in hand dryer description strings)
Sped up first hacking interaction to make gameplay and feedback more immediate (bathroom thermostat start temp to 20C) apostle/basement conversation after server objective not set to secure
Fixing save issues
NFC data now doesnt disappear on load
Saving and loading is now handled correctly
Save data no longer diverges when play is continued.
Fixing Doors!
Set up scannable interaction prefabs properly,
Added frosted strip accross all glass door models for better visibility,
Scanner door prefab not tagged properly (doesn’t work for the Help overlay)
Prop work
Fixed missing files in levelkit source .blend
Updated the vending machine prop to give more detail
Character Rigging
Worked on bringing new characters into the game
Made a start on rigging and set up of some of the older characters with new Colour LUT setup and blend shapes for their body shape
Thanks for reading! 
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!
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offgridthegame · 6 years
Text
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 are all directors now
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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!
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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.
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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.
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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.
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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.
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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.
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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.
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offgridthegame · 7 years
Text
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!
Nuts and Bolts
There are some things that are just expected to be in a game, and one of them is a way to configure the game's settings. For a good reason as well. Not only will you need to be able to adjust the volumes to your liking, but some things like graphics options, control mapping, and save game & mod management are absolute requirements for the game to be usable by different people, and on different hardware.
While we don't really need those options while developing the game, some of them are still handy for testing purposes. But more importantly, we've been working on other related systems like game saves, and building the options menus at the same time just makes sense. 
In this sprint it's been just about the background systems:  building up the UI hierarchy and navigation, and setting things up so the actual settings system will have a way to create some menus for users and a way of saving and applying those settings.  Basically - design work with two very different end users in mind.  On one end, the person playing the game, with a mouse or a gamepad in their hand trying to find the relevant settings and understand what each one of them actually does. And on the other end, us as the developers writing our mod loading system, or setting up the sound and graphics systems, and needing a simple and quick way to turn all the relevant values in our code into settings menu items.
Hopefully we've solved both sides of that design question now, and can get some actual settings menus up and working in the game in the next sprint!
(No pretty pictures yet. We'll need to generate some menu content first, and when that's done and we have some menus to test things with, there's likely going to be a second pass on the UI design and a bit of polish on the layout and graphics. So the pics will have to wait until the next blog post...)
Mod Manager 2017
LevelKit has had a little bit of a redesign, here's some of the changes and new features:
Moddable apps can now be created and tested from within LevelKit, apps are created from a simple template and are then immediately accessible for testing when the game is connected via LevelKit Link.
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We've refined how we layout levels within LevelKit, it's always been our plan to allow modders to create story lines that span multiple levels and this is now achievable.
When creating a new mission mod, you’ll be asked to fill out information about the first level.
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Once you’re loaded into a level of a mission mod, our fancy new user interface will allow you to create more levels.
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The same drop down allows the modder to easily switch the current level they’re editing!
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Busy in our Workshop
One last surprise :)
We now support the uploading and updating of mods to Steam Workshop from directly within LevelKit! This is achieved with LevelKit link and will require the game to be running via the Steam client. We’re hoping that this pipeline will be easy for modders to use and give them more time in LevelKit!
Here’s a little preview of our Buzzer App being uploaded from LevelKit
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Keeping it strictly business
It’s been a while since we have been able to use this line, but once again there have been a few exciting happenings on the Biz Dev side of Off Grid’s development that we won’t be able to go into much detail in yet, but hopefully we’ll be able to let you in on soon!
Gimme a G gimme a D gimme a C, whaddya get?
We’ve also been working on getting some acclaim abroad ;)
We have submitted the game to the IGF for consideration at GDC’s Independent Games Festival summit. We may be a little early in terms of completion for prize winning, but like everything in games, it takes getting your game in front of important people a few times before you start to get recognition (in our experience anyway).  So we’ve decided to give it a punt and see what the IGF judges think to the Pre-Alpha version of the game. Rich also submitted a couple of proposals for talks to IGF summits in the Indie and Narrative categories. Rich and Sarah plan to be at (or possibly just around) GDC either way.  If you are a dev and are going, or have been before, and fancy offering some tips, then please give us a shout!
UKIE saves the day
We’ve been interviewing to bring on a new team member and the good folks at UKIE allowed us to use their comfy meeting rooms. While we were there, Roll7 were having one of their team meetups, and Pontus and Rich got to test their in-progress game ‘Laser League’ with them. Thanks so much to UKIE for their hospitality and and Roll7 for inviting us to hang out and play :)
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PR You Ready?
As always, the Loading Bar played host to all of us indies for not only our usual indie co-working, but also an little seminar of how indies can get help with and should approach PR. We had the eminently expert Stefano Petrullo come in and share his knowledge, and in the future we’ll look forward to hearing more from him!
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CryptoParty like it’s December 31st 1983
Rich was asked along by the organisers of Cryproparty London, Silkie Carlo and Fabio Natali, to give a lightening talk about making a game about crypto, surveillance, and hacking your way out of an Orwellian world.
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They also set it up so that while people were exchanging PGP keys and fortifying their security posture, Off Grid was available to play and Rich was there to chat about culture and its portrayal of surveillance, crypto and hacker culture. The event was fantastic - lots of good vibes and smart people to learn from, and included Mustafa Al-Bassam giving a talk on the case study of how the Tunisian government exploited social networks’ lack of use of encryption to snoop on its population.
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Indies Unplayed
Last but not least, what are you up to this Sunday (the 29th)? If you are in London then head on over to the Stratford Loading Bar ‘Secret Weapon’ from 2-7pm to get your fill of up and coming indie treats at Indies Unplayed.  We’ll be there too! You can swing by, play the demo if you missed us at EGX and just generally have a grand ol time. See you there?
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That’s it for now, we have a fairly short sprint this time though, so catch you soon!
Rich, Pontus, and the Off Grid team!
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offgridthegame · 7 years
Text
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 skils!):
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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
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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:
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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.
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Here’s a little closeup of their handout:
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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!
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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. 
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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!
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offgridthegame · 7 years
Text
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!
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.
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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!
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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).
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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.
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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.
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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.
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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!
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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!
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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
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When working my way through the Off Grid mod tools, I was able to give feedback on the wiki and add to a few pages myself. I was responsible for adding the Art Pipeline to the wiki in order to help modders to add their own works of art to Off Grid Levelkit.  I am absolutely loving putting some of my skills into practice and helping with the project - for me its a dream come true!
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.
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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. :)
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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
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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 can 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?!
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