This weeks update focuses on bug fixing, quality of life adjustments and additions, as well as a few visual tweaks. Though some bugs still remain, we have gotten a lot fixed and polished up. Still a lot of work to do though. We're working on a complete refactoring of the AI which includes various new module systems, like a more robust counter measure system that gives the player more control over how they use countermeasures, and the type they can take into combat. Additionally we working on a complete overhaul of the reload/repair sequence and how it functions within moment- to-moment gameplay. - Reworked the character creation screen. - Fixed lighting issues with character portraits on the bridge. - Made Heliosiren waypoint marker pop up when requesting a reload. - Fixed issues with warp mechanic not showing the correct skybox on the bridge. - Fixed an issue that caused to the ship to warp even though it was already at the target location. - Fixed warp animation still showing ever so slightly in the background. - Minor tweak to mouse sensitivity. - Swapped out several skyboxes that used the new sky system for the older skyboxes as the quality of the new sky system when it comes to some space missions isn't quite where it needs to be. - More artwork optimization tweaks. Disabled texture LOD on various textures throughout the game to claw back some performance. - More tweaks to cloud performance and rendering. - Added sphere indicator to bomb reticle. - Adjusted camera shake on warp. - Fixed ammo counts when no light or heavy weapons are equipped. - Weapon labels will now change when the weapon is changed to show what is in that slot. - Cloud settings slider has been reimplemented into the settings menu. - Fixed engine trails continuing to play when game is paused. - Mission time tracking has been fixed and will now account for the time spent paused. It will also countdown instead of counting up. - Adjusted internal weapons bay weapons costs so that they are free. - Fixed button in load-out panel that did not cycle backwards through the internal weapons bay list. - Removed numerous older assets that were no longer needed in various scenes. - Added more foliage to the Frontiers Reach Sector 17 map.
[ 2021-09-17 16:24:15 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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