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Frontiers Reach News

The Days and Weeks Ahead

We regret to inform you that this weeks update is cancelled. But not without good reason.

We're doing this to restructure our schedule a bit so we can get through some major integrations and prep the final demo before going live with the Kickstarter. This will also allow us to really focus in on development and artwork production without worrying if the game will be ready by the weekend.

While our release schedule is going to change you should still expect to see screenshots, video, and artwork hitting our social media accounts as we continue to work.

To accompany this announcement we want to layout a list of things that we're working on.
- More damage models for starfighter NPCs.

- Unity DOTS integration (we're looking at this to solve some performance issues and to increase capabilities. still speculative).

- Original music (Our composer is working on preparing small sampling of the music he is composing for the title as a whole)

- New sound effects for starfighter engines and weapons.

- New enemy AI (there is a lot going on with this new AI and it is capable of a lot of things the current AI is not it's a big integration though and will need to be handled very carefully over a period of days).

- New module system with completely new artwork to accompany it.

- New countermeasures as a part of the new module system. These new CM's come in three forms. Flares, Chaff, and an EM Field.

Flares - Launches a series of flares in a pattern across the sky that disrupt missiles that get too close.

Chaff - Launchers a cloud of disrupting debris behind the player as they travel. Any guided munitions that enter the cloud will be disrupted and veer drastically off course.

EM Field - Deploys a large disruptive field affects missile tracking causing them to veer off target drastically. In some cases missiles have been known to self destruct from short circuits.

- Q-Field visual effect and module.

In the Frontiers Reach Universe, faster than light travel is not achieved by warping space around the ship like most other sci-fi universes. No, in Frontiers Reach we get around with what is known as Quantum Field Manipulation technology, sometimes called quantum flux fields, Q-fields, or Quantum Bubbles. Regardless of the name, Quantum Field Manipulation technology operates on the same principles across the board.

To understand QFM tech we must first understand space in the Frontiers Reach Universe. In the FRU space time is a kin to a liquid, so thin and viscous and all encompassing that it takes enormous amounts of energy, or mass, to affect it in any meaningful way. But what if you could create a spacetime void? A space so empty that not even spacetime itself could exist? Well that's what QFM tech does. In much the same way that a torpedo uses a bubble of air to push water out of the way as it travels at high speed through water, a starship in the FRU uses a spacetime void bubble to push spacetime out of the way as it travels.

In the FRU traveling this way you can reach speeds of up to 1 to 2 lightyears a day depending upon your size and mass. Most starfighters can hop around the interior of a star system quite comfortably if they don't have to engage in any serious fighting. Capital ships like long haul freighters, ferries for small vessels, and other large ships can travel roughly 15-20 lightyears before needing to refuel. The hulking megaships known as Interstellar Carriers can travel up to 100 lightyears before having to refuel.

One of the things we want to do with this is visualize the Q-field affect in some way. Right now we're playing with distortions in the Unity HDRP and have had some really cool effects. But we've had some difficulty getting them to work exactly as we need them so we're exploring a few different options.

- New Mouse flight model. The model we've chosen may seem familiar to some of you.

- Major overhaul of the hangar and mid mission reloading mechanic with a UI that will allow player to swap some equipment/weapons when they've landed aboard the Heliosiren during a mission. This also includes some visual changes.

- New ambient noise backgrounds for Heliosiren interior.

- New Helm menu interface for selecting planetary locations that also gives additional information on the chosen planet.

- Loadout system that will allow players to setup, save, and load different loadouts.

- New character art and dialogue system changes (this will likely take affect later as we're still working out our full list of characters and only have portraits right now).

- Support for more languages.

It's difficult to say when exactly all of these things will be available in the game. Some are already in. Others haven't even been started on. Assuming we can actually get all of them in on the new schedule, which is partly why we reworked it, Frontiers Reach should be a fairly more refined and deeper game to experience.

Weekly Friday Update release of Version 0.5.101521

This weeks patch notes bring few changes. One of our key team members for developing the game has taken a full time position and our updates will be smaller as a result until said developer is in a position they can more easily work around their full time employment. That said this developer is also the person who funds quite a bit of the games development so we’re looking at acquiring some new tech to ease our development so that we can get more done with less time spent doing it.

One thing we want to be sure to communicate. We’ve done some testing with the control schemes for for custom rebindings and we feel confident that we have a way forward with regards to establishing a means that player can configure any controller/keyboard/joystick setup they choose.

Also, please know that while our time table is going to slow slightly, we will continue to push an update every week. We’re also thinking about moving our deployment day to Saturday.


However, we’re here for patch notes.

- Fix for RCS systems roll, pitch, and yaw speed so as to make RCS mode much more manageable.

- Added new animations in holomap for two missions as a visual test as well as the infrastructure to build a system to play them. The briefing video that went out with last weeks update has been removed. It will be replaced at a later time.

- New paint job preset added, “Tuskegee”

Weekly Friday Update release of Version 0.5.100821

This weeks patch notes encompass yet more preparation for a major update coming in the future. One centered around AI and Reloading. Additionally we have a number of small fixes, additions, and a couple of small changes that affect the game in a big way.


- Adjustments to thrust vectoring animations.

- Expansion of explosion models for each fighter to include all player controlled starfighters.

- Added debris explosions to Vo-33 Ostriye and Mark 6 Super Kunai enemy NPC fighters.

- Added preview art of coming changes for holo table.

- Fixed issue on the Jadha map kept player from being able to launch into the level.

- Changed music for Jadha missions.

- Adjusted lighting to address issues on Jadha Sector 42F map.

- Fixed no spacing on planet button names at the holo table.

- Adjusted portraits in main menu to affect better visibility.

- Added backend support for video playback as a part of mission briefings.

- Modified aiming reticle to increase target visibility when aiming and increased its size.

- Added in RCS and Stall mechanics into flight model.

-Stalling-

-Vectoring requires a minimum speed both in atmosphere with gravity and in the vacuum of space.

-When in atmosphere, airbrakes work the most pointing up and not the least pointed down.

-When stalled, your nose will push itself down when gravity is a factor.

-When stalled, torque applied to the craft is severely reduced as vector control is a factor of forward speed.

-RCS-

-The RCS thrusters can be activated on controller by holding both triggers down.

-RCS greatly increases the torque you can apply to the craft with a cost to speed.

-While RCS is activated, you have no control over the direction your aircraft travels. It continues as a
ballistic object.

-RCS can be activated while stalled to regain control of your craft.

-Ending RCS comes in the direction of travel results in control being regained instantly.

-Ending RCS facing the opposite direction to the direction of travel will result in control being lost until your engines can correct your forward speed.

-Ending RCS in any other direction will lead to slower recovery they facing the direction of travel.

-Holding boost before ending RCS and continuing to boost after will allow for near immediate correction of travel direction even when ending RCS facing the opposite of your direction of travel.

Weekly Friday Update release of Version 0.5.100121

This weeks update sees more artwork updates and several fixes for lighting and shadow issues. Of the artwork changes made the Heliosiren has finally been optimized to infinity and beyond giving us back some more FPS as we continue to reduce draw calls across the experience. We’ve also taken some time to get some new engine art into the game as a preview of the coming module system update. Still much to do before it is ready but this is a taste. This week also marks the first of the month so we’ve also updated the demo.


- Numerous additions and tweaks to Heliosiren artwork.

- Numerous changes to lighting on the Heliosiren.

- Tweaks to cockpit glass refraction to avoid refraction blow out in some instances.

- More performance oriented art changes to Heliosiren.

- Added camera cuts when in paint mode.

- Added thrust vectoring animations.

Hotfix #2 for Version 0.5.092421

- Fixed blown out portrait on main menu.