The past two weeks have been pretty crazy on this end of the internet. Our lead programmer has found themselves with a sudden and fortunate and sizeable block of time that they were able to allocate to the development of the game and the result has been a boat load of progress being made on the game mechanically as well as the implementation of custom key and axis bindings (FINALLY!!). This has left us with a lot of testing to do. We're also preparing to begin our pre-launch campaign on Kickstarter. As such we've decided to cancel this weeks Friday update so that we can allocate time to test all the new integrations and to prep a new version of the demo. We've also got a bunch of new artwork being created. This new artwork is being put together as a massive kitbash set that will be used to construct human colonial/industrial settlements across the entirety of the game. One of the key points of creating this new artwork is a massive optimization play to increase the performance consistency across the entire game as well as to allow us to expand level and environment designs in a way that would not have been possible. This new artwork will also allow other members of the team to contribute to the pool of art assets in a way that will keep uniformity of the aesthetic regardless of who is making it. On the A.I. front progress is coming along amazingly. I can't say too much just yet, but the tool set our lead programmer is working on in an isolated testing and development environment is quite impressive and it is lightyears ahead of what is currently in the game. I personally cannot wait to get it in to the game. One last thing I would like to bring up is about custom missions/scenarios. Our lead programmer is a long time fan of the ARMA series of games and is using the Zeus toolset as inspiration for our scenario toolset. Currently we're primarily focused on getting everything working for the single player experience first and foremost. We will begin looking at expanding this toolset to multiplayer if and when we can get to implementing multiplayer into the game. We've had a few discussions about how to approach multiplayer and have some ideas about the kind of multiplayer experiences we'd like to have both in terms of Player versus Player and Players versus Environment. May 1st is the date. The date we intend to launch the latest version of the game and the date we plan to start the Kickstarter pre-launch campaign. There you can get a detailed breakdown of what the future of Frontiers Reach is intended to look like, and join the discussion around that future. While reaching our funding goal is priority, it will not be the end of the games development if we do not reach that goal. While it would be nice to be able to to focus on the game and pay the team for their time and hard work, we all went into this knowing we may never make any money at all and that our primary goal is the creation of an awesome experience that can share with people across various boundaries. We'll see you in the skies pilots, and fly safe out there!
[ 2021-04-22 10:13:21 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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