ITS FRIDAY!!! And at Blind Alien Productions that means it is time for the weekly release. As it is that the game is still in early access these updates are going to focus more on mechanical additions and refinement rather than content updates. Weekly content updates is schedule for after official launch, so please bear that in mind. Right now I am working on a plan for moving the loadout menu into the hangar of the Heliosiren and want to eventually setup module slots for each ship. I've posted some information about it in the discussion boards. Additionally I've added a lore forum to the discussion boards. this forum will be used to house much of the supporting lore for the game until I can get something resembling a wiki put together in the future. These are the following changes that have been made this week. More to come in the future. -Integrated Xbox controller setup using Unity's new input system and laid the ground work for more controller configurations in the future. -Integrated object pooling for performance considerations. -Added hit indicator sound for confirmation when player cannons hit target. -Touched up particle effect for player cannons to help accentuate when player cannons hit target. -Reworked configuration menu to allow for better management of settings now and in the future. -Added new settings controls for controller and mouse setups. -Added new in mission pause menu with limited settings control. -Added new accuracy parameter to NPC enemies to reduce their laser point precision as it was not very realistic and caused some difficulty issues in gameplay balance. -Tweaked thermals management for all ships to be a bit more noticeable. -Added new Flight Leader SF-33 Ostriye starfighter that is harder to take down and has a high percentage chance of loot drop on kill in patrol map. -Added more artwork and destructables to the Frontier's Reach Patrol map. -Added new launch sequence to mission start and player respawn. -Switched unity project from 32bit to 64bit this will mean that a 64bit version of the game will be in the next update. -Adjusted pause game controls to allow for more control over when it comes up and to ensure it acts appropriately. -Reworked and added more detailing to hangar interior. -Added new mouse cursor art. -Reworked collisions on some capital ships to allow for better and more accurate collisions. -Added target markers to capital ship engines. -Adjusted music on a number of the story missions to add more audible diversity. -Adjusted cloud density and coloring on some levels. -Added audio alert when player hits playspace boundary. -Various balance changes to NPC starfighters to facilitate better navigation performance in the games levels and environments.
[ 2020-12-04 17:54:46 CET ] [ Original post ]
🕹️ Partial Controller Support
- Pirates of Frontier's Reach Linux Depot [5.47 G]
The Gameplay of Pirates of Frontier's Reach will see the player skip the long trips between locations and drop right into the action. Taking on Sorties players can test their loadouts against a swarm of enemies of a single type. While on Patrols players can pilot their starfighter around areas filled with obstacles and secrets where barnstorming will be the only way to get the prize. And Campaign missions will keep the story moving forward and unlock new and interesting starfighters and weapons for the player to use.
The Starfighters of Frontier's Reach are old and rugged but more than a fit for the jobs they fill out in the frontier worlds.
Pilots Serving in the Privateer Fleet will have the ability to fit different weapon systems to their starfighters to meet the needs of each mission they take on.
Outfit Your Starfighter and tweak performance parameters within various ranges to achieve the desired performance you want out of a starfighter.
Fly From the Cockpit or Third Person Perspective and experience a difference in both the game difficulty and immersive value. The choice is yours!
The Future of Pirates of Frontier's Reach is one in which I will use the automation tools I've crafted over the past few months and plan to refine in order to deliver weekly story driven content for the community to engage with.
The Multiplayer of Pirates of Frontier's Reach is currently not being planned at all but the future is a crazy place so things may change.
Blind Alien Productions is a small team made up of the following people.
Scarlett Toney aka Soliloquis - Co-Founder, CEO, and Lead Unity Developer.
Tucker Wolf aka SaburewolfJR - Co-Founder, Character Artist, and Lead Unreal Developer.
Alberto Vazquez aka DarksithKnight - Co-Founder, Lead Level Designer, and Prop Modeler.
Bharat Mallula aka ROG242 - Business Consultant, UX and UI Designer, Art and Design Consultant.
Zachary Gray aka the New Guy - Systems and Gameplay Programmer.
While the roles here are the most prominent, the team as whole shares a lot responsibilities across the board. As such, most everyone touches on or provides feedback on just about every aspect of the game.
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