This week we have a completely new camera system, have made massive optimizations to the new cloud rendering system, and have made more progress on getting the planetary maps scaled up. We've also laid the foundation work for a starfighter paint job customization as well. Additionally there is a lot of new artwork for the RNV Heliosiren both in the model that is seen during missions and on the bridge between missions. This weeks update in conjunction with ground work laid last week mark the release of our 0.3.X version of the game up from 0.2.X. While the patch notes may seem small a lot of artwork was touched up and optimized to get the experience in a better state over all. - The Frontiers Reach Sector 17A planet location map has had major optimizations done to the artwork in an effort to test new tools for optimizing planet locations. - Massively scaled up planetary maps. Play area is now 75km2 in Unity Units which is roughly 1 Unity units to 1 meter. - Implemented first iteration of new camera system with look controls for gamepad and joystick. - Major optimizations to cloud rendering system. - Major optimizations of Heliosiren model that should reduce the impact on game performance. This also includes a new animation for the hangar door that includes visible mechanical components. - The RNV Heliosiren now sports a graphic on her hull to give the carrier some personality. - Completely new artwork for the bridge of the Heliosiren. - Fixed a bug that would allow players to enter the reload and rearm sequence despite being in the initial launch sequence.
[ 2021-04-09 13:43:26 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.
[ 6135 ]
[ 2625 ]