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= Modding Topics =
Players, modders, and hackers are able to use the game to create new and interesting levels with stories about surveillance, hacking and the Internet of Things or whatever else you are inspired to! Off Grid is heavily moddable, with an exposed Lua API allowing anyone to edit the game. Using their own free copy of the Unity games engine, anyone can build mods with the same tools that the development team use. With this level of control, players can build their own content: levels, hackable devices, apps, hacking tools, and stories - and share them with other players.
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: <splist />
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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==
The core game logic and systems are written in C#, but we have created an exposed Lua API that all the gameplay is controlled by. Lua is flexible and easy to learn language that the players can use (with the help of this wiki) to create their own levels.
__NOTOC__
== Modding Manual ==


# Download Unity and the provided LevelKit project
There is a lot you can mod in Off-Grid, so it can be overwhelming to get started! With your help we will pack this wiki full of information and ideas to support and inspire your creations.
# Follow the instructions in LevelKit's interface to create a stub mission to build upon
# Using our modular LevelKit pieces, create the geometry and layout to tell your visual story
# Open up the stub mission script generated by LevelKit and fill in the logic for your mission
# Build the Mission via LevelKit and test it in your copy of Off Grid
# Upload to Steam workshop or send to your friends


Now to go into a little more detail about those steps:
'''Please note:''' It is possible to make basic changes to the game without downloading all of the tools below. If you have a copy of Offgrid installed you can navigate to the project files edit them. See [[Basic Modding]].


=== Download Unity and the provided LevelKit project ===
{| class="wikitable"
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
|-
!colspan="2" | First Steps
|-
|[[Download LevelKit]] || Levelkit installation
|-
|[[Unity]] || Installing Unity and opening the Levelkit project
|-
|[[Other Prerequisites]] || IDE setup and some good advice
|-
|[[LevelKit GUI]] || Using the Levelkit tool
|}


=== Follow the instructions in LevelKit's interface to create a stub mission to build upon ===
The steps to making a level are detailed here: [[Building your First Level]] - but it's probably redundant and eventually worth deleting if everything is covered in the following list (TBC):
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 ===
{| class="wikitable"
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.
!colspan="2" | Level Design and Mission Scripting
|-
|[[Mission Scripting]] || The Mission Script is the core file that contains the framework for everything in your level script. This is where the magic happens.
|-
|[[Lua API]] || All of the available Lua commands - Dig through these to get an idea of what you can do.
|-
|[[Mission Objects]] / [[Mission Object Set Up]] || How to create Interactive objects, Triggers and more.
|-
|[[Triggers and Examples]] ||
|-
|[[Spawn Points and Patrol Points]] ||
|-
|[[ Interest Points]] ||
|-
|[[Pre-made Hackable Devices]] || For placing Hackable Objects in your levels
|-
|[[Device Scripting]] || For scripting the hackable interactions
|-
|[[Layers and Tags]] ||
|-
|[[Colliders and Static Objects]] ||
|-
|[[Setting up Doors]] ||
|-
|[[Setting up Vents]] ||
|-
|[[Data Scripting]] ||
|-
|[[Conversations]] ||
|-
|[[Navmesh]] ||
|-
|[[Culling]] ||
|-
|[[Lighting and Baking]] ||
|}


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.
{| class="wikitable"
These are
|-
* Interactable
! NPC Character Scripting
* Trigger
|-
* Spawn
|[[Character Types and Prefabs]] - Overview of Characters and how to build them
* HackableDevice
|-
* Generic
|[[Character Profiles]] - Scripting Character Personalities and Data Profiles
|-
|[[Character Colours]] - LUTs and changing character colours
|-
|[[Agent Definitions]] - Scripting AI interactions for NPCs
|-
|[[AI Gestures]] - A list of AI gestures you can use to call animations
|-
|[[Message Templates]] - Text Messages that NPCs receive
|-
|[[Drones]] and [[Navcloud]] |
|}


These objects are can be referenced in mission scripts and be set up with custom logic (see below)
{| class="wikitable"
|-
! Audio Options
|-
|[[Audio Options]] - probably an overview needs a lot of work
|-
|[[Triggering Sounds]]
|-
|[[SoundIDs Sound List]]
|-
|}


=== Open up the stub mission script generated by LevelKit and fill in the logic for your mission ===
{| class="wikitable"
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.
!colspan ="2" | Art - 2D and 3D Pipeline
|-
|[[Asset Creation Pipeline]] || Art Pipeline Steps for adding your own 3D Models and Textures
|-
|[[Modular Art Library]] ||
|-
|[[Adding Icons]] ||
|-
|[[Texture Presets]] || (signs and pictures for example)
|-
|[[Modeling your own Hackable Devices]] ||
|}


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.
{| class="wikitable"
Using this simple MissionObject interface that links together Unity and our lua apis modders have an incredible amount of power to create their vision.
|-
 
! More Options
=== 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.
|[[Creating Apps]]
 
|-
=== Upload to Steam workshop or send to your friends ===
|[[Debugging Your Mods]]
Once they've tested your level thoroughly, users can follow the in game interface for uploading their mission to steam workshop.
|-
If they're not running the steam version of the game, they can create a zip of their mission to send to friends or post to message boards for others to try out
|[[Debug Lua API]]
 
|-
=== How to take a look at Off Grid's modding support without the tools ===
|[[Game Progress]] (and linking levels into longer experiences)
 
|-
If you've received a copy of Off Grid without LevelKit, you can poke around some of the lua files in the data folder it order to look at the structure of our missions and apis:
|[[Player Path Tool]] - for planning out gameplay and communicating ideas in a team
Some good places to look would be:
|}
 
The apostle mission script: ( perhaps try changing Joe's name to your own? )
 
Windows & Linux: '''OffGrid_Data/StreamingAssets/Levels/NewsPaperOffice/Scripts/theapostle_mission.lua'''
 
OSX: '''OffGrid.app/Contents/Resources/Data/StreamingAssets/Levels/NewsPaperOffice/Scripts/theapostle_mission.lua'''
 
The script for the hackable hand dryers in the apostle mission: ( Try adding your name to the "names" lua table, or updating the colors of the ui? )
 
Windows & Linux: '''OffGrid_Data/StreamingAssets/Levels/NewsPaperOffice/Scripts/Devices/HandDryer.lua'''
 
OSX: '''OffGrid.app/Contents/Resources/Data/StreamingAssets/Levels/NewsPaperOffice/Scripts/Devices/HandDryer.lua'''-->

Latest revision as of 13:01, 27 March 2024

Players, modders, and hackers are able to use the game to create new and interesting levels with stories about surveillance, hacking and the Internet of Things or whatever else you are inspired to! Off Grid is heavily moddable, with an exposed Lua API allowing anyone to edit the game. Using their own free copy of the Unity games engine, anyone can build mods with the same tools that the development team use. With this level of control, players can build their own content: levels, hackable devices, apps, hacking tools, and stories - and share them with other players.

The core game logic and systems are written in C#, but we have created an exposed Lua API that all the gameplay is controlled by. Lua is flexible and easy to learn language that the players can use (with the help of this wiki) to create their own levels.

Modding Manual

There is a lot you can mod in Off-Grid, so it can be overwhelming to get started! With your help we will pack this wiki full of information and ideas to support and inspire your creations.

Please note: It is possible to make basic changes to the game without downloading all of the tools below. If you have a copy of Offgrid installed you can navigate to the project files edit them. See Basic Modding.

First Steps
Download LevelKit Levelkit installation
Unity Installing Unity and opening the Levelkit project
Other Prerequisites IDE setup and some good advice
LevelKit GUI Using the Levelkit tool

The steps to making a level are detailed here: Building your First Level - but it's probably redundant and eventually worth deleting if everything is covered in the following list (TBC):

Level Design and Mission Scripting
Mission Scripting The Mission Script is the core file that contains the framework for everything in your level script. This is where the magic happens.
Lua API All of the available Lua commands - Dig through these to get an idea of what you can do.
Mission Objects / Mission Object Set Up How to create Interactive objects, Triggers and more.
Triggers and Examples
Spawn Points and Patrol Points
Interest Points
Pre-made Hackable Devices For placing Hackable Objects in your levels
Device Scripting For scripting the hackable interactions
Layers and Tags
Colliders and Static Objects
Setting up Doors
Setting up Vents
Data Scripting
Conversations
Navmesh
Culling
Lighting and Baking
NPC Character Scripting
Character Types and Prefabs - Overview of Characters and how to build them
Character Profiles - Scripting Character Personalities and Data Profiles
Character Colours - LUTs and changing character colours
Agent Definitions - Scripting AI interactions for NPCs
AI Gestures - A list of AI gestures you can use to call animations
Message Templates - Text Messages that NPCs receive
Drones and Navcloud |
Audio Options
Audio Options - probably an overview needs a lot of work
Triggering Sounds
SoundIDs Sound List
Art - 2D and 3D Pipeline
Asset Creation Pipeline Art Pipeline Steps for adding your own 3D Models and Textures
Modular Art Library
Adding Icons
Texture Presets (signs and pictures for example)
Modeling your own Hackable Devices
More Options
Creating Apps
Debugging Your Mods
Debug Lua API
Game Progress (and linking levels into longer experiences)
Player Path Tool - for planning out gameplay and communicating ideas in a team