This weeks update is a significant change in the games architecture as it sees the expansion of levels completed and the beginning of major moves in terms of level design. Additionally more refinements have been made to the Mission Manager to increase it's robustness and prep it for custom missions. This is yet another big step in the proper direction and it opens the game up by a significant margin. - All map locations have been restructured into different locations and scaled up for implementation into the new level and mission management system. - Multiple maps are now available for patrol missions. These maps will unlock as players progress through the campaign. - Each planetary location now has multiple deployment zones at varying altitudes. For the time being these are used by the dev team only, but will be exposed on the custom mission editor. - Each mission now has a time limit that the mission must be completed in with a timer on the 3rd person UI. Additionally there are 5 and 1 minute audio warnings to let the player know when time is getting critical. - The F-135 Solarhawk is now flyable on any map once it is unlocked. - Changed UI color for 3rd person mode to white for better visibility. - Terrain resolution is now adjustable with the general quality dropdown in the config menu. This is best reserved for machines that absolutely need to reduce poly count. - Massive over haul to the Longreach Class of Frigates making them much more difficult to take down. - Fixed a bug in the terrain quality controls that kept the auto-quality controller from doing it's job appropriately.
[ 2021-02-05 17:43:24 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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