June 11th, 2010
Remember the last time you played an MMORPG. Did you see the AI standing around and doing nothing? Get stuck running into a wall? No matter how engrossing the graphics or enjoyable the gameplay, AI issues can really be immersion breaking. One of the primary goals in Frontier Worlds is to tackle these issues and show that very large games don’t have to be dull games.
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March 27th, 2010
While not really related to Frontier Worlds, it’s great to see another indie large-scale online game launch and succeed. If you haven’t heard of Love, it’s an abstract game that’s been the work of Eskil Steenberg over the past 3 years, and Eskil Steenberg alone. You can read more about Love, which just launched this week, here.
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March 8th, 2010
It’s no secret that there are a LOT of online role-playing games out in the market today. If your favorite activity in online games is grinding, you’ve got plenty of options – but if you enjoy player created content and deep gameplay mechanics, your choices are very limited. Frontier Worlds was conceived to offer you an immersive and entertaining experience in a world which YOU control.
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February 3rd, 2010
We’ve implemented a new layout for the site. Expect some more content-full posts thanks to the new blog style.
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January 25th, 2010
Finished the collision system after several painful days and have begun to integrate the character model into the game.
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January 17th, 2010
Nothing too big since the last update, mainly just polishing the game (load screens, performance fixes) and preparing the game for art assets.
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January 11th, 2010
Just finished a neat content streaming platform. Rather than sending static content (books, buildings, planets) from the server to the client, we put it on a webserver. This means we can have faster support for huge amounts of data.
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January 6th, 2010
Almost finished with shaders and the dynamic sky system. We’ve also recruited some new talent!
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December 29th, 2009
We had an eventful week since our last update – we also created a new lighting technique which will allow us to display hundreds of lights simultaneously, rather than most games’ 7 or 8.
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