Happy holidays to everyone out on the frontier! This weeks update brings a mix of visual improvements, optimizations, and rework of how enemy AI starfighters behave in the heat of combat. -Complete visual redesign of the Heliosiren menu interface with a different color scheme. -Complete rework of the NPC starfighter behavior when dog fighting and winged, AI should feel more aggressive and evade when the player is behind it. Should also yield fewer instances of flying around each other. -Added new bullet mesh for cannon projectiles and added particle effect trail with a new unique particle texture. -Reworked the engine trails particle effects with a new unique texture. -Major optimizations to terrain mesh and added sliders for terrain quality control to the config menu. -Added new controls to the config menu for post effects controls. -Added new crash sequence for when the player is shot down that works for both third person and cockpit view. -Made adjustments to the in mission menu so that if the player hits the exit key/button it will apply the adjusted settings. -Added new landing sequence for mission endings. Player's ship will now have control overriden upon entering the hangar. -Added loading screens to the main menu when starting missions. -Added a button to the config menu for changing pilot profiles. -Adjusted lighting in the load and outfitting menu hangar space to make it easier to see the starfighters. -Continued level design and development of key features for patrol missions. The Frontier's Reach patrol mission as a result has some new stuff to check out. -fixed a small bug that would keep the reticle from changing colors at the appropriate times.
[ 2020-12-25 12:36:20 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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