Hello. It's been a while. If you've been following the other platforms I post on then you've gotten a glimpse of what I've been working on. Nothing is quite ready for release just yet, but I'm posting today to share with you everything I've worked on. What you're about to see is no doubt a LOT of work in a short time, but it highlights an important aspect of brand of development. Which is that I can get a lot more done when I'm not trying to manage a team on top of everything else AND a day job. That said, let's get into the details of what's on the horizon for Frontiers Reach and why the heck I'm not ready to release an update yet.
Flight Mechanic Overhaul:
The flight mechanic has been completely overhauled. This should eliminate some of the crazy spinning that could be experienced in the previous one. The most important feature of this overhaul is on the developer side. It's been drastically simplified to make it easier on my end to create and publish new starfighters. This new flight mechanic however feels a bit more like a traditional space game however, and less like an arcade aerial combat simulator though elements of that still survive. Below is some earlier test footage from a scene specifically setup to test the new flight mechanic in a combat environment. [previewyoutube=6GjquUKgF8s;full][/previewyoutube]
Weapons System Overhaul:
Stripped down and streamlined for ease of development was the goal on this one. Not much has changed aside from how it works on the developer side. These changes will make it easier to introduce new and interesting weapon types into the game. The biggest change of which is the ability to swap out warheads to allow for interesting weapon types but we'll get to that in future updates. Another significant change is the elimination of cannon ammo. From now on players will have unlimited cannon ammo but will have to balance that with thermal load on the craft.
Cockpit View Overhaul:
Believe it or not, I still have more I want to add and some tweaks I would like to make to indicator behaviors before I'm ready to call this done but it is in a state that is pretty darn close to completion. Below is an image and a breakdown of the different gauges and indicators. 1 - Boresight Scope : Not much has changed here. I'm researching some methods of increasing overall rendering efficiency. Eventually this will be setup with drift and lead so when the player puts the crosshair on something the rounds are hitting it, if it's in range. 2 - Fuel gauge : The resources have been simplified. You will use fuel as you play and the use will increase when you engage afterburner or RCS. This is something of a soft time limit as it can be refilled if you request a reload from the Heliosiren. Eventually the fuel icon will flash as fuel gets low. 3 - Thermals Gauge : Anything you do outside of normal operation of the craft will generate additional heat. Eventually the thermal icon will flash as the craft runs hotter. 4 - Throttle & Speed Gauges : This pair of gauges will show you the current throttle position and speed in meters per second. The blue light on the throttle readout indicates the afterburner state. The blue light on the speed gauge is a low speed warning indicator. 5 - Health & Damage Indicator : Indicates the health state of the player. Right now there is a red bar that indicates health percentage. The starfighter graphic doesn't do anything currently but I'm thinking either of changing the color to better communicate the current state or to show off damage hot spots. Right now the players health is unified. Meaning getting shot anywhere deals damage to the craft as a whole rather than to individual components. I am as yet undecided as to how granular I want to get with player health. 6 - Ammo Gauge Cluster : One of the more complex gauges on the instrument panel to read. This shows current weapon selection, current weapon ammo, current weapon state, and the reload time if it has one. Right now all reload times are the same but that will be changing. 7 - Wayfinding Arrow : This arrow indicator tracks the current target. However in the future it will also be used to indicate direction to waypoints and change color based upon what it is tracking. 8 - Angle of Attack & Gravitational Orientation Indicator : This gauge is one of my own design but is actually quite simple to read. The inner circle will drift showing the crafts true direction of travel with the arrow accentuating it. The blue arrows indicate the direction of gravitational pull. 9 - Mission Information Panel : Displays information relevant to the current mission objective. 10 - Radar : The radar has been completely rebuilt and now supports a true refresh rate and is affected by the module system in terms of range. 11 - Countermeasures Indicator : Indicates the current state of the countermeasure module that is current equipped. 12 - Rotation Control System Indicator : Indicates whether or not the rotation control system is currently active.
Starfighter Shading Overhaul:
Starfighter coloring is now fixed and will blend the way it is supposed to. Most of the strange coloring issues are now gone though there are still some here and there that need to be addressed. The biggest change is in general cleanup of how the paint layers blend with one another and how wear and tear is blended into the paint layers. This overhaul also includes the addition of rain effects on the hull of the fighters which is tied into the starfighters rigid body physics to help simulate some semblance of relative velocity. This effect is achieved through blending normal maps and adjusting the clear coat value on HDRP materials. Pristine Paint
Worn Paint
Rain FX
[previewyoutube=wToX_oxR7eM;full][/previewyoutube]
Scale Overhaul:
Environments and other assets have been touched up for scale across the board. While most things are supposed to have a larger than life appeal to them, various assets and environment pieces have been rescaled. This was partly done to get the game back to operating within the range of scale that Unity's lighting engine prefers. This should yield overall better looking shadows in most instances as well as a bit of a performance boost. [previewyoutube=OeEKNdVg0-8;full][/previewyoutube]
Environments/Levels Overhaul:
One of the goals behind environments/levels in Frontiers Reach is to create spaces that are rich with interactivity and interest, and it is certainly a challenge when your resources for interesting environment pieces are limited. After all what kind of things do you put on a remote world with little in the way of human civil infrastructure? Well, I've got some ideas and the content below isn't even scratching the surface. Most of this is still work in progress so I don't have much to show outside of the one level as this method of level design inherently takes more time and thought for the layout. Some things are also dictated by the needs of the story. [previewyoutube=4UZGJ3ks6ww;full][/previewyoutube] [previewyoutube=jcBR5sfGmT4;full][/previewyoutube]
Module System Overhaul:
The module system is now integrated into each starfighter and will have real affects on the performance characteristics of your fighter. This overhaul also includes the addition of the new Q-Field Emitter animation. This will play a small animation on the Q-Field Emitters when the player is boosting. The intention behind the module system is NOT to give you more powerful modules and climb a power ladder, but rather it is to give you different capabilities. In this way each module, even when of the same type, affects the craft differently. [previewyoutube=DcB9rG5Raww;full][/previewyoutube] [previewyoutube=h8jO6WVjyu4;full][/previewyoutube] [previewyoutube=tSWLwIcJc6k;full][/previewyoutube]
Camera System Overhaul:
This new camera system is stripped down and simplified from the previous version. The mouse control for camera look has been simplified somewhat too. The biggest change is mostly in just how it works and is a change that is best experienced. It will be ready in the next update. For the time being, camera locking to horizon is not an option. This is partly because I'm sticking with the space game feel and locking the camera to player rotation with smoothing and dampening.
Scenario Management Overhaul:
Oh boy, this is the big one. Previously I built something called the Mission Manager that drove all of the missions through a very simple and rigid data oriented system. That system has since been refactored and the data model along with it. This new system and data model will be expanded over time as it is based more on rules established for the environment, or level, rather than trigger zones and events; though those things do exist in the levels but are leveraged in other ways. The biggest advantage of this new system is just the depth to which it both interacts with the level and analyzes the level for conditionals. A great example of this is a new component I call the Town Controller which works as a subordinate component of the Scenario Manager. This is a simple bit of code that keeps track of all of the destructible pieces of a town each time an event is thrown. And when the Scenario Manager wants to know if a town has suffered damage to it's fuel tanks then it simply asks the Town Controller for that information. This change of course requires that all levels be rebuilt and all missions be rewritten/scripted in the new data model.
The Story Overhaul:
Last but not least there is the story telling overhaul. I've actually begun working on the official story. The story that will actually be released. The next update should include a small selection of missions, likely the first 5 or 6. But this isn't just a story rewrite. There is more to this than just a rewrite. The Galley is also in the process of being overhauled and I'm trying to get more character artwork done through a contractor on Fiverr before I can fully realize the system I have in mind for character interaction. I'm not sure how long this will take so I'm hesitant to say when exactly the next update will be available. I need at least 2 to 3 more characters for the Galley to make it really come together as a system that can be experienced before releasing anything else. I do however have a test image below. Still working on lighting.
Last but not least, Frontiers Reach is essentially funded from here on out. I can't go into the details of exactly why this is because it involves my personal health but the end result is one in which the financial future of Frontiers Reach is irrelevant as to whether or not it makes money.
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]
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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