Hi everyone,
We've been a little quiet lately but we're making great progress. The inventory rebuild turned out to be a bigger task than we first expected, and is still being worked on. This has given me time to look into an old character avatar system available for our engine. It worked well so I extended it to work with our setup and character generation is now integrated. You can customise everything from your character's gender to forearm length. I also have it saving and loading characters with each save file, and the systems are in place to add clothing. There's still a lot to be done but I'm working on this every second I can, and it will make multiplayer possible once it's finished. We had to come up with a way to replace our first-person rig with a full 3D setup, and this is a very efficient solution. It will keep performance impact to a minimum when we extend everything to multiplayer.
This will be the next major update- the game is sort of in "surgery" right now and we have to close everything up before it's playable again.
Right now my biggest problem is an issue with applying animations to the loaded characters. Once it's fixed I need to create some basic clothes to act as placeholders for the time being. This will just be a single outfit in the beginning- more clothing models will be added in future updates.
Speaking of clothing, we've had some questions around armour and combat gear. Plans are to eventually add leather armours, and similar lightweight gear to help with damage reduction. These are far-off plans, but they're definitely a part of customisation we want to include.
I've also replaced the old camera control setup with a brand new controller. You can now CTRL-scroll to zoom in or out, and you will seamlessly jump between 3rd and 1st person mode if zooming in past a fixed value. It's possible to jump between modes without zooming by hitting 'V'. The camera is attached to your character's head, so your eye level always depends on the character size you choose.
Here's a quick preview:
I will be working on this all week, and hopefully the animation issue will be resolved by the weekend. I'll then be able to rebuild all of the old tool systems with the new 3D rig. It's a big job, but once it's finished we'll be ready to expand the game with all sorts of new systems.
Our environment artist has also been hard at work building a construction set for us. It's a kit of mine sections for building structures you can explore. One idea we have is to add in the ability to purchase mines, to create a realistic economy on servers. This would be beside other lucrative roles, so there are many different ways you could build a fortune.
Here are a few renders of his work:
He has also been trying out a few ideas for the first map update. We are aiming for an iconic Western setting with desert lands, plains and even rivers. He designed a "monument generator" which creates layered sandy landmarks which will be scattered across the landscape, and this will form the basis of the new environment. They are all unique- below is a preview of just one variant.
You can see more of his creations at:
https://sketchfab.com/playdagaimz
We are still at a junction with the Mac and Linux issues. We are doing our best to resolve them but it's very difficult for us to trace the cause of the problem. We have ensured that everything we do is suited for multiplatform use, and the rendering chain is configured to work with both DirectX and OpenGL- in other words, the most common causes of these sorts of problems simply aren't there. It is still a work in progress but we are determined to find out what is causing this issue and we will continue to look into fixes. We apologise again to everyone who has purchased the game for Mac and Linux and would like to remind you that we haven't stopped working on the problem.
That's about it for our first Devlog. We will post more of these inbetween updates so everyone can keep up to date on what we're doing. As always, if you have any questions, please feel free to post in our Steam forums or leave a comment below and we will get back to you as soon as we can! We have a lot of upcoming plans and the team is excited to create the huge simulation we've pictured since the beginning!
[ 2016-05-23 15:00:14 CET ] [ Original post ]
- Frontier For Linux [1.36 G]
The turning point of all Western civilisation, the dawn of an era- for the first time in decades people could leave their hard lives all over the world with the hopes of becoming rich beyond their wildest dreams.
Do you want to make money out of the gold rush? Or do you have other plans in mind? No matter! Whatever you want to do, you will be able to do in Frontier! Currently in Early Access, we have huge plans for development and a dedicated team who is ready to bring you a steady stream of updates so you're always finding new features to discover. With everything from tobacco farming and cigarette rolling to crime fighting and destroying evidence in the works, we are working towards creating the most diverse simulation of the frontier movement ever imagined for gamers to experience!
But what's it all about?
Frontier is whatever you want it to be. The current version already brings you a robust building system, resource gathering, stunning graphics with PBR textures, a huge map (which is tiny in comparison to the final world we're constructing), 6 types of animal to hunt, alcohol to keep you entertained on your travels, wild hallucinogenic plants to harvest and consume, a butchery system so you can skin dead animals, plus a beautiful and dynamic weather simulation.
But this is only the beginning.
Frontier is in it's infancy. Over the next few months, the game will grow to include countless new features, including intelligent NPCs to populate your cities, a detailed economic simulation, and an enormous and lore-rich environment, just to name a tiny amount of what we have planned.
Our designs revolve around player freedom. We want to put the world in your hands, giving you complete control over how you live your life in the Wild West. Create settlements and manage your people, become a cattle baron and make your fortune, compete in drinking contests in one of your own saloons, trade goods, fight outlaws, rob banks and engage in the hundreds of activities we have planned!
Upcoming Features
You're probably wondering exactly what we have in store for you. Well look no further, here is a brief summary of some of our more unique future updates. THis list is not comprehensive, and is subject to change (with the guidance of the Steam community, although we fully intend to include everything on this list);
- NPCs- A wide range of intelligent characters to settle your towns, spend money in your shops and interact with you throughout the world
- An authentic arsenal stocked with period-correct weaponry, carrying everything from Winchesters to Gatling guns
- Many more blocks for our building system, allowing you to create expensive, upscale mansions and cozy campsites
- Enormous, lore-rich map system for you to explore, with different areas bringing their own environments and wildlife
- Diverse activities system, bringing you everything from drinking contests and shooting challenges to bar brawls and bounty hunting
- Indepth "Vice" System- New drugs to harvest and create, illegal activities to take part in for quick cash, and even poker tournaments
Community Involvement
Community involvement is going to be key to the development of Frontier. We want to know exactly what you like and don't like, and exactly what you want to see brought to the game in future updates. The team will be talking to players to hear their opinions and suggestions, and we openly welcome you to come and talk to us on the discussions forums or in our official Steam group.
The Team
Here at Lacuna we are dedicated to our work. We've been through a lot to make it onto Steam, with countless hours of work going into the very first version of Frontier. We are all super excited about the future of the game, and can't wait to get to work bringing our plans to life with the help of the community! We're the fine folks you'll meet around Steam, and we're always more than happy to have a chat with you about Frontier. Don't forget to come and say hi on the discussions forums!
- Joshua McAnaney, CEO- Josh started Frontier in late 2014 as a game concept which blended huge open-world titles like Skyrim into a completely player-driven dynamic. He has coordinated the team ever since, while coding many systems and working on different aspects of development, but none of it would have been possible without the amazing developers we have at Lacuna!
- Cody Jorgensen, Lead Programmer- Cody joined Lacuna way back in early 2015 as a 3D modeller, designing all of our building system objects. Building on his long time interest in coding, he learned our development API within a matter of weeks and has since personally designed the most complex systems in the game from scratch.
- Karsten Sperling, Lead Artist- Karsten is one of the most talented artists we've ever met and is behind the beautiful PBR textures you can find throughout Frontier, and our stunning first map. With huge plans for the future gameworld, Karsten is the guy who will be creating the terrain you'll be playing on.
- Steve Harbin, PR Manager- Steve is the man with the words! He handles all of our press releases, media communication, and all the important legal documents the rest of us are too scared to handle. He's been with us since the very beginning, starting out as a programmer, before moving into a management role to ensure that everything runs smoothly!
- Gabriel Lavoyer, Lead Design Artist- Gabriel is the newest member of the team and is the creative brains behind all of our amazing artwork! We are looking forward to seeing his future work!
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