The HDRP Update - Release of Version 0.4.070221
There are still some issues to solve, but we're working on them as the team and our community testers find things. We've had a lot of movement this past month with 3 of our team members making major geographical relocations. But you've all been waiting for something other than a team update, so let's get right into the key points:
- A majority of the past month was spent getting Unity's High Definition Render Pipeline integrated into the project. This has lent us a significant advancement in the visual presentation of the game. From volumetric and true physically based lighting, to deeper control over rendering layers and greater mesh rendering optimization, the HDRP is quite a leap for the project.
- As part of the update to the HDRP, we picked up a plugin that is responsible for rendering the skybox, the atmosphere, clouds, nebulae, gas giant rings, basically anything and everything that you might want in a sky. The cloud technology is of particular note because it is fully volumetric and is based on some of the most advanced techniques for rendering to date. We're working closely with the team developing Expanse, Three M's Creative, to test and expand on this toolset and look forward to the future of our work together.
- We have a new user interface and not just graphically. This new interface is far more streamlined than the previous and should allow for easier flow and understandability on and between menus. All of the configuration settings that are exposed in the configuration menu are working. Additional controls for the new cloud system are set for development in the future.
- A complete rework has been done of the combat interface and how it functions. Players have more control over the targets that they can lock onto. An auto target selection system has been implemented to select next closest target upon current target death. New target info tags have been implemented; to be integrated more fully in the future. New graphics for the 2D interface. This is a rough implementation, to be improved in future releases.
- The camera system has been update to include a new minimalist mode for the combat interface that will show only the 2D gauges and information. The player may also now track targets by holding down the target switch key/button.
- The game is now roughly 90% complete in terms of controller support. Some issues may crop up in rare cases, but the controller is now useable both in the menus and in gameplay. The only menu that has not seen real controller integration is the Configuration Menu. A mouse and keyboard will still be required. This expansion of controller support also extends to using the keyboard for menu navigation.
- The systems computer keeps track of how much health, fuel, energy, and heat your ship has. Run out of fuel and you'll drop like a rock. Run out of energy and you'll eat through fuel. Run too hot and you'll take damage. Take too much damage and, well... you get the idea. This new systems computer gives the player a better idea of how they are performing in their starfighter and challenges them to manage their resources in the heat of combat. Things are pretty relaxed right now, and all the starfighters are mostly the same; but in the weeks to come we'll be tweaking and balancing them all to effect their performance profiles.
- When you go out on mission you will be limited to a specific amount of ammunition. When on mission, if you get too low on ammunition, you can request a reload from the Heliosiren and make a landing. This ammunition system is pretty simple right now, but will be expanded upon in later updates in terms of functionality and it's importance to gameplay.
- All of the environments have been scaled up. The play boundary expanded. And the number and diversity of the models present for towns and frontier capital ships increased. This new scale drastically changes how the game plays and is much more in line with how we want the player to experience the game.
- The starfighter previously known as the SF-38 Vektor has been redesigned, renamed the Vo-38 Vektor, and integrated into the custom paint-job shading pipeline.
- Cockpit interiors have been reworked. New models for the gauges have been made, new lighting has been set, and the glass shading reworked. The throttle and control stick are now animated when in cockpit view.
- Using Unity's new VFX graph, we've put together a brand new engine drive plume effect. We're still working on full integration of the effect into each starfighters system to achieve full visual control with relation to thrust amount and vectoring.
- With the powerful toolset of Expanse Clouds for Unity, we've completely reworked every skybox in the game. We've still got a lot of work to do in the area, especially with regards to how skyboxes will change on the bridge of the Heliosiren, but for now we hope you enjoy the artwork.
[ 2021-07-05 19:15:21 CET ] [ Original post ]
This weeks update, or months rather, is a big change for the game.
There are still some issues to solve, but we're working on them as the team and our community testers find things. We've had a lot of movement this past month with 3 of our team members making major geographical relocations. But you've all been waiting for something other than a team update, so let's get right into the key points:
HDRP Upgrade
- A majority of the past month was spent getting Unity's High Definition Render Pipeline integrated into the project. This has lent us a significant advancement in the visual presentation of the game. From volumetric and true physically based lighting, to deeper control over rendering layers and greater mesh rendering optimization, the HDRP is quite a leap for the project.
Expanse Clouds for Unity
- As part of the update to the HDRP, we picked up a plugin that is responsible for rendering the skybox, the atmosphere, clouds, nebulae, gas giant rings, basically anything and everything that you might want in a sky. The cloud technology is of particular note because it is fully volumetric and is based on some of the most advanced techniques for rendering to date. We're working closely with the team developing Expanse, Three M's Creative, to test and expand on this toolset and look forward to the future of our work together.
New User Interface
- We have a new user interface and not just graphically. This new interface is far more streamlined than the previous and should allow for easier flow and understandability on and between menus. All of the configuration settings that are exposed in the configuration menu are working. Additional controls for the new cloud system are set for development in the future.
New Combat Interface
- A complete rework has been done of the combat interface and how it functions. Players have more control over the targets that they can lock onto. An auto target selection system has been implemented to select next closest target upon current target death. New target info tags have been implemented; to be integrated more fully in the future. New graphics for the 2D interface. This is a rough implementation, to be improved in future releases.
Updated Camera System
- The camera system has been update to include a new minimalist mode for the combat interface that will show only the 2D gauges and information. The player may also now track targets by holding down the target switch key/button.
Major Overhaul to Controller Support
- The game is now roughly 90% complete in terms of controller support. Some issues may crop up in rare cases, but the controller is now useable both in the menus and in gameplay. The only menu that has not seen real controller integration is the Configuration Menu. A mouse and keyboard will still be required. This expansion of controller support also extends to using the keyboard for menu navigation.
New Systems Computer Mechanic
- The systems computer keeps track of how much health, fuel, energy, and heat your ship has. Run out of fuel and you'll drop like a rock. Run out of energy and you'll eat through fuel. Run too hot and you'll take damage. Take too much damage and, well... you get the idea. This new systems computer gives the player a better idea of how they are performing in their starfighter and challenges them to manage their resources in the heat of combat. Things are pretty relaxed right now, and all the starfighters are mostly the same; but in the weeks to come we'll be tweaking and balancing them all to effect their performance profiles.
New Ammo System
- When you go out on mission you will be limited to a specific amount of ammunition. When on mission, if you get too low on ammunition, you can request a reload from the Heliosiren and make a landing. This ammunition system is pretty simple right now, but will be expanded upon in later updates in terms of functionality and it's importance to gameplay.
Massive New Environments
- All of the environments have been scaled up. The play boundary expanded. And the number and diversity of the models present for towns and frontier capital ships increased. This new scale drastically changes how the game plays and is much more in line with how we want the player to experience the game.
Integration of Redesigned Vo-38 Vektor
- The starfighter previously known as the SF-38 Vektor has been redesigned, renamed the Vo-38 Vektor, and integrated into the custom paint-job shading pipeline.
New Cockpit Interior Gauges
- Cockpit interiors have been reworked. New models for the gauges have been made, new lighting has been set, and the glass shading reworked. The throttle and control stick are now animated when in cockpit view.
New Engine VFX
- Using Unity's new VFX graph, we've put together a brand new engine drive plume effect. We're still working on full integration of the effect into each starfighters system to achieve full visual control with relation to thrust amount and vectoring.
Completely new Skybox Artwork
- With the powerful toolset of Expanse Clouds for Unity, we've completely reworked every skybox in the game. We've still got a lot of work to do in the area, especially with regards to how skyboxes will change on the bridge of the Heliosiren, but for now we hope you enjoy the artwork.
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]
Pirates of Frontier's Reach is an arcade flight combat game set in the Frontier's Reach Universe. A universe where humanity has taken it's first steps into the stars and begun to establish colonies across hundreds of worlds from the most habitable to the most hostile. Players will assume the role of a fighter pilot serving in the privateer fleet of the Republic of the Frontier Worlds where human's from every culture and tongue have come to seek opportunity and an escape from the overbearing authority of the Sol Confederacy of Planets.
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.
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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