This month's first update is a big one. We have new artwork, new game mechanics, and are prepping for a host of changes to come in the weeks ahead. Redesigns of existing starfighters are on the board as well as integration of existing starfighters into the new paint job customization pipeline. New starfighters, new worlds, new weapons, and new enemies are also being planned. To begin the ground work for this, we've stripped out the old primary and secondary weapons system to make way for a completely new weapons systems that includes an array of new types of weapons and an ammo system. Much of this is still in development but in this update we've released a preview version of this new weapon system. Custom key and axis bindings have been a requested feature for some time and in this update we've finally been able to get them integrated. Currently we support a rudimentary mouse and keyboard scheme, a joystick scheme that should work for generic joysticks, a controller scheme, and keyboard only scheme. We've also integrated a HOTAS scheme but that is still in testing as we've had some trouble with it on some HOTAS configurations so key and axis rebinding is quite ready for that but you are welcome to give it a try if you like. Over the next few weeks we aim to get back to our regular update schedule with a focus on artwork. At the end of the month we hope to introduce the next phase of major mechanical updates and bump up the version number of the game from 0.3.x to 0.4.x. We've also updated the demo this week and will be updating that on a monthly schedule. - Fixed a bug that would cause the resolution setting in the config menu to revert to a very low resolution that would break the UI. - Added new secondary weapon system that allows for multiple different secondary weapons to used in a mission. Currently supports dual lock, sidewinders, and multi-lock missiles. - Added new tertiary weapons system that allows for multiple different tertiary weapons systems to be used a once. Currently only supports small and large bombs. - Added a host of new sound effects to accompany the new weapons systems. These new weapons sound effects are a rudimentary implementation and will be refined in the next update. - Added new intro music and new music for the mission on Frontiers Reach. - Completely new HUD system that is part of the new weapons systems. Each type of weapon has it's own reticle for aiming and locking onto enemies where applicable. - New controls have been added for switching between secondary and tertiary weapons. - Completely new artwork for human settlements. This artwork has been worked into the Frontiers Reach map and is in the process of being added to several other maps. This covers just about everything we've gotten done in the past two weeks. We'll post hotfixes over the next couple of days as needed so please do not hesitate to report bugs on the forums. For now, fly safe and we'll see you out on the frontier!
[ 2021-05-02 01:59:43 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 ]