B-Stealth progress
i have been working on make B-Stealth a more enjoyable experience for the player and added an animation to the Workers to have them look around for the player
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B-Stealth progress
i have been working on make B-Stealth a more enjoyable experience for the player and added an animation to the Workers to have them look around for the player
Hello Neighbor Alpha 4 is out now. Time to sneak into your creepy Neighbor's house!
Hitman: Game Review Each Review has scene details and lots of pictures! https://sadgeezer.com/hitman-game-review/?utm_source=tumblr&utm_medium=social&utm_campaign=Sci+Fi+SadGeezers+Classic+Content
#screenshot #photo #photograph #picture #pic #splintercell #splintercell5 #splinterconviction #archer #ifimdyingyouredyingwithme #specops #opertive #fiveseven #sc3000 #sc3000 #huntermode #lumbermill #realisticdifficulty #kia #killedinaction #diedwithhonor #stealthgame #stealthbasedgame #stealthy #stealth (at Southend-on-Sea)
#screenshot #photo #photograph #picture #pic #splintercell #splintercell5 #splinterconviction #archer #ifimdyingyouredyingwithme #specops #opertive #fiveseven #mp5silenced #mp5suppressed #huntermode #normaldifficulty #kia #killedinaction #diedwithhonor #stealthgame #stealthbasedgame #stealthy #stealth (at Southend-on-Sea)
#screenshot #photo #photograph #picture #pic #splintercell #splintercell5 #splinterconviction #archer #ifimdyingyouredyingwithme #specops #opertive #fiveseven #mp5silenced #mp5suppressed #huntermode #normaldifficulty #kia #killedinaction #diedwithhonor #stealthgame #stealthbasedgame #stealthy #stealth (at Southend-on-Sea)
Sprint Round Up - 18.06.18 - Cheat to complete!
This sprint included a major milestone... playing the game from start to finish! :D
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!
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!
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!