Modding

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Revision as of 11:56, 16 May 2017 by Harry (talk | contribs) (First pass high concept modding doc)

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Off Grid has extensive modding support, users will be able to create their own Missions for the game using the very same tools that the original developers use.

A brief overview of how users will make custom missions

  1. Download Unity and the provided LevelKit project
  2. Follow the instructions in LevelKit's interface to create a stub mission to build upon
  3. Using our modular LevelKit pieces, create the geometry and layout to tell your visual story
  4. Open up the stub mission script generated by LevelKit and fill in the logic for your mission
  5. Build the Mission via LevelKit and test it in your copy of Off Grid

Now to go into a little more detail about those steps:

Download Unity and the provided LevelKit project

The levelkit will be downloadable as a seperate tool on Steam as well as our website, we'll require the user to use a specific version of Unity in order to avoid any issues

Follow the instructions in LevelKit's interface to create a stub mission to build upon

Our LevelKit tool set will walk users through the process of creating a mission from a template, after filling in a few details about their mission we'll create a stub for them to build off

Using our modular LevelKit pieces, create the geometry and layout to tell your visual story

We've already built up quite a large library of modular mission pieces to work with, these include architecture and props. Users can choose how fine gain they want to design, they can build entire rooms with individual wall and window pieces or use the pre-made rooms provided for them.

Part of making a mission for Off Grid is setting up what we call "MissionObjects" these are simply unity game objects with a pre-made "MissionObject" component, using Unity's editor interface users will set the type of MissionObject. These are

  • Interactable
  • Trigger
  • Spawn
  • HackableDevice
  • Generic

These objects are can be referenced in mission scripts and be set up with custom logic (see below)

Open up the stub mission script generated by LevelKit and fill in the logic for your mission

Once the user has made a first pass on the geometry of their mission they can start writing the logic, mission scripting in Off Grid is written in Lua. Users lua scripts contain definitions for Characters, Physical Items, Data, Networks, Objectives, Checkpoints and Devices, they also contain code that reacts to the use of MissionObjects.

For example after setting up the MissionObject "PlayerBuildingEnter" as a trigger, the user can set up a lua function that's called when the player enters the trigger volume. Using this simple MissionObject interface that links together Unity and our lua apis modders have an incredible amount of power to create their vision.

Build the Mission via LevelKit and test it in your copy of Off Grid

Using LevelKit's interface users can build their mission into the folder structure the game expects and then point the game towards it in order to test it.