Though it may seem small, this weeks update sees a host of optimizations to artwork and other changes that were quite involved from a programming standpoint. Chief among them is the artwork for buildings and settlements. These new assets have been streamlined for rendering by combining appropriate meshes and implementing LODs. They are also much more detailed than the previous settlement buildings but are still using the same kit-bash as everything else. We've also added refractions and a new normal map to the cockpit glass. The new map is for now a preview, as we'll be implementing a new system for cockpit glass that will handle everything from dents and scratches, to rain moving across the windscreen. - Added 10 new building types that have been completely integrated with LODs and a unified renderer. - New cockpit glass and artwork. Refractions added to some glass objects. - Tweaked enemy starfighter accuracy to reduce their near perfect aim. - Tweaked performance parameters for all starfighters reduce their performance profiles to make them harder to fly and slightly more unique in how they fly.
[ 2021-08-06 15:55:46 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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