Looking back at the history of game development for PC and console it is very easy to see why so many people get hung up on what we might call Dev and Dump titles. Where a studio releases a title after X amount of years working on it and if it does well, it makes money and gets a sequel. And if it doesnt do well they cut their losses and either close up shop or move on to something else. Re-purposing their tools as they can.
However in the year 2024, because of the progression of technology and the spread of the internet across the globe, developers like myself are no longer beholden to the idea that once youre launched, youre done. In fact I would go so far as to argue that launching a game is really only about 75% of the work. Especially if, like myself and the team at Blind Alien Productions, a developer is looking to curate a library of games over time and not just dev and dump titles on to store fronts.
Where as games as a service see annual updates in the forms of season passes or battle passes, games curation means maintaining our games with visual updates, bug fixes, and balance changes as we collect feedback from a community of players vested in the games we make. There may even be feature additions or story driven expansions spun off from the main project files if there is enough community demand from it.
So even though the story is complete, and the feature set filled out in accordance with our internal plans, if the players want more of what FR1 offers, then I and the rest of the team are very much capable of delivering on that.
And to show you more of what games curation for FR1 looks like I have some images below.
Below is new tunnel art for train tunnels. Similar is coming for naturally occurring caves.
Behind the scenes of all these gorgeous pictures I am also working on streamlining the entire process of creating content for the Frontiers Reach Universe. Everything from small tools to make positioning groups of objects quick and easy to refactoring large portions of code and cleaning it up to make it run better and easier to understand for future integrations. And in some cases, the tech being developed for future titles is being back ported to previously launched titles now in maintenance mode. Like a new method for doing fast travel between planets like in the video below.
[previewyoutube=QPLToPIvm38;full][/previewyoutube]
And last but not at all least, were getting closer and closer to achieving a near seamless transition between planet and space environments. This is a pretty big step in the direction of creating FR2 and the methods developed to manage the levels and art for this transition will definitely be pulled into Frontiers Reach 1 to bring up the visual quality when youre flying around in the newly improved and expanded levels you can see in the images above.
[previewyoutube=5QF5q5uqS4w;full][/previewyoutube]
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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