I don't want to sell you a big dream that would take decades to make, but I do want to share with you a vision. A vision I've had since 2015.
I've already gone over some of the particulars of this vision, but in this blog I want to use some concepts I've worked up with Midjourney to give you a breakdown of the user experience in a more granular approach.
Before I start I should note that some time within the next 12 to 24 hours the last experimental build for Frontiers Reach 1 will be going out. After this, there will be no further updates until the official build goes live on Jan 1.
Frontiers Reach 2 was always intended to be a small scale and very intimate multiplayer experience. I had some of the best times of life playing games that I could share with my closest friends, and I believe pretty strongly that this kind of multiplayer experience is the bread and butter of games.
So when you load into Frontiers Reach 2, you'll always start out on your carrier.
Your carrier is your mobile base of operations. It's how you get from one star system to another, it's where you customize your vehicles and build loadout presets, and if you're part of a larger organization, it's where you'll manage that organization and how you interact with it. Your friends will also have carriers of their own, but if they join your game they will leave their carrier and board yours. All of their presets and equipment loadouts will still be accessible.
One day you and your friends decide to go help a local town deal with some raiders who have been particularly bothersome. These cats have even gone so far as to conduct large scale aerial raids and today they're planning another one. So the locals call up to your carrier and ask for assistance.
Having agreed to help in the fight you depart and join a larger force of fighters to intercept the raiders in atmosphere, high above their base.
Once you're in atmosphere some time goes by as you're traveling to your destination until you finally catch the raiders on radar and engage them in a fierce battle in the air.
However in the heat of the battle, you and one of your friends get shot down. Your friend does not survive and is forced to respawn on the carrier. You on the other hand survive and manage to bail out.
Though you were really high up your suit and equipment protect you all the way to the ground. Which is a dense jungle with many hazardous flora and fauna. However you are confident and undeterred. And so you decide to do something about the air defenses that the raiders set up in anticipation that someone might try to attack their base. You proceed on foot until you find the air defense system and blow it up.
With the air defense system destroyed, the battle is quickly turned in favor of you and the local defenders and your friend who was forced to respawn on the carrier has a clear path to come and pick you up.
After retrieving you, you and your team agree to meet up in the town belonging to the locals who hired you for the job you just completed.
After landing at the local airfield you head for a pub where you can link up, talk shop, speak to contract holders, and discuss your next move.
According to some of the rumors going around the room, there is talk of a cavern of alien origin not far from the town, that is said to behold riches of extraordinary design and purpose. So you and your friends decide to take the plunge into the depths to see for yourselves.
What you will find there is foreign, alien, and not in any way shape or form friendly to humans.
That's it for now pilots! Keep an eye out for the next experimental build and happy hooning!
[ 2024-12-13 04:10:02 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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