This weeks update sees the implementation of Linux support! Yay! We have successfully tested the game on Ubuntu, Mint, and Pop Os. We've also added some new quality settings to the config menu and have continued the effort of laying the ground work for larger levels and custom missions. - Linux support for Ubuntu, Mint, and Pop OS. - Fixed a couple of graphics issues that were unique to Linux machines and that should also bring up quality on Windows machines. - Added new Cloud Quality control slider to control the quality of cloud rendering. Lower is better. - Added settings toggle for cloud shadows rendering to enable/disable cloud shadows. - Added settings toggle for cloud volumetric shadows rendering to enable/disable cloud volumetric shadows. - Added settings toggle for ground fog rendering to enable/disable ground fog rendering. - A number of maps have been expanded in size in a much larger effort to prepare the game for moving to a more modular format.
Roadmap of Current Priorities
This week we're also publishing our roadmap. I will include more details about it below the image. One thing I will ask is that every keep in mind that some of the roadmap features are things that are being built into the architecture of the game. This means that while the affects might not be immediately visible they will lend to a greater gameplay experience down the road.
Refactoring of AI
One of the first tasks on the roadmap is the refactoring of the enemy AI. With this we're looking to smooth out the combat and make the combat less wonky. It is difficult to say how long this will take so I don't want to make promises we might not be able to keep in terms of timelines or to put too much stress on my team and risk burning them out.
Large Modular Levels and Missions
Right now we have a structure that assigns one mission to one level. We're working on a much larger system that will allow for multiple missions to be assigned to one or more maps. This allows us to grow the game exponentially, use larger more heavily designed levels for those missions, and to create levels that can be revisited over and over and that will serve as common points of interest for players to visit and share stories in.
Refactoring of All Player Mechanics
Once the AI refactoring is completed, we'll be doing a pass at the player mechanics to get them smoothed out and to bring them in line with the AI refactoring. This is like all of the high priority tasks is something I cannot put a concrete timeline to. However, refactoring will likely include some mechanical changes as we've got a few ideas for how expand the player experience in a few different ways. I'll go into more detail those when we get closer to them.
Rework of Story and Narrative Backend
We want to add some truly robust story telling mechanics to the game but we don't want to get bogged down too much with relying on voice actors to be constantly present to get things done. As such we're exploring some interesting ways to get this done. Additionally we want to a means through which the player can interact with characters more directly with the ability for character interaction aboard the Heliosiren to drive gameplay.
Dynamic Art Pipeline for Starfighters
Starfighter customization is an important feature but we've yet to really start on it. We want your starfighters to feel like the retro-futuristic space hotrod of your dreams. From tweaking performance parameters to change how a starfighter feels to swapping patterns and colors and even decals to change how your starfighter looks. If you're gonna be a space pirate, you need a custom hotrod starfighter to go with it.
Mission Builder with Workshop Integration
One of the reasons the lead developer started this project was to enable the story telling potential of gamers by giving them the tools to tell their own stories in a science fiction universe they know and love. Unlike other intellectual properties and the creators behind them, we don't want to stand in the way of community creation and instead want to make an effort to support it. This feature is still a ways down the road though but rest assured it is a key feature that we absolutely want to implement.
Weekly Episodic Missions
One of the things we've tested behind closed doors and on limited streams is the ability to rapidly create story driven content. This is not something that we speculate we can do, this is something we are already doing. But before it is ready for prime time we've got a lot of refinement and feature expansion to get done. One thing I will say is that in order to make this system work we have to avoid some conventions that other game embrace. One of them being fully voiced dialogue. The moment we choose to include voice over other than our computer generated narrator our entire time table expands and this goal will become unachievable, so we will be sticking to text based dialogue for most cases. We hope that this paints a good picture of the game moving forward and ask for your assistance in finding bugs and testing the games mechanics. Till next time, fly safe!
Pirates of Frontier's Reach
Blind Alien Productions
Blind Alien Productions
2020-11-30
Indie Adventure Singleplayer EA
Game News Posts 156
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
9 user reviews
(9 reviews)
https://store.steampowered.com/app/1467590 
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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