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False Front is a cartoony first-person shooter set in a world where warfare is not only seen as a sport, but also broadcast on television and seen live by an audience with thousands of people. Being the greatest soldier will not only bring you the victory, but also give you the love of the massive audience.



"Our vision with this game is to capture the old-school first-person shooter feeling. We want to make a game experience that doesn’t feel too complex, a game that is easy to understand but hard to master. We believe that the simple graphic combined with the arcade-style gameplay will bring comfort to the player and just let you have a good time playing. Hopefully the game will be released in 2018, but we like to stick to the saying ”a game is only late for a short while, but is forever bad”. So we will release the game when we think it is good enough.


We will make all future dlc fully free of charge. Personally, we feel that having a price on dlc takes the joy away of new content. It no longer feels like a gift, just another thing to pay for. We want our DLC to feel like a gift. The game will retail for about $9.99 on Steam, which might increase after more content has been added."


- Svante, Game Director.

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Devlog 16

Since the last update, we've focused on adding better BOT-AI. Today the bots walk random and interact only if something is really close. But to have a working AI on the maps we need pathfinding in our game engine. We started this discussion more than two year ago and decided to make a auto generated nav-mesh. This would make it easier once the system was going and it should cover almost every pice on the maps. If we change one map it's easy to generate a new nav-mesh.

Generat nav-mesh from map

The basic idea was to make a movable agent with the same size as players. Create a surface that covers the whole map and start from every spawn point. When the player agent moves around it uses almost the same properties as a normal player. When the agent have covered the whole map, it starts from the next spawn point. Almost always the next spawn point is already calculated.

Small bunge arena mapMiniBunge


PathOutline
Result after running the first step in the auto generated nav mesh of the map. Spawn points in blue dots. Ladders and ziplines in green. Pink indicates up/down slopes like stairs given a sligtly higer cost. Blue lines is oneway path like jumping down from higher ground.
(also very useful when creating and updating minimaps)

Multiple levels

When the agent moves around and covers the same spot as already done, it first checks the altitude. If the altitude difference is larger than the player height, we know that this point is another layer/level in the surface.

Block pathfinding

Sometimes we don't want the nav-mesh to cover areas to limit the bot movement. We then added a pathfind block property in the collision mask. When this mask is set on parts of the map it will not be included in the nav-mesh. We also added properties for temporary objects like doors and gates so the mesh could change during running game.

Ladders and ziplines

Ladders and ziplines is done after the whole calculation and add links in the nav-mesh with special properties so the bot know what to do when reached in the calculated path.

Caluclations in the surface for safer zones

The next step in the auto generated mesh is to calculate whether the point is safer or not. This is done by ray cast to see the average volume covered around the point. We also do the same calculation when the agent is crouching. With this we also find places where it's better to crouch.

SafeZones

Darker pink is surface with larger risk to move. Green overlay is surface where crouch is favoured.

Simplification

To use the nav-mesh efficient it must be simpified. This is done by migrate areas to bigger pices. The fever pices the faster pathfinding. But at the same time we want the pices not to be to large to make the path more random (not always use the straight path) and not to loose the calculated properties.

Simplified

This is the result of a simplified nav-mesh that is saved into the map file.


Pathfinding

For the pathfinding we used a simple a-star algorithm in a separate thread with a queue request and answer system. We also added some algortims to move random in the near area by using the nav-mesh with a worm to move a selected distance from the current point (this algoritm is realy fast and usefull in some situation).

This pathfinding system will be in the next update of False Front.

We have added a setting to disable current bot AI system for the gamers who want old bot's.

Cheers! 🍻

/Dev Team

False Front Gameplay Update

False Front Gameplay Update

News

False Front 1.9.0 is a large update adding gameplay items like barrels, ladders and ziplines. Maps are also updated for improved gameplay.

False Front: Devlog #15 Graphics

False Front: Devlog #15 Graphics

News

We've worked hard on trying to improve the look of the game, since some people including ourselves thought that it looked too flat before. This was quite...

False Front is now available on Steam!

False Front is now available on Steam!

News 2 comments

False Front is now available on Steam Early Access for $8.99! We hope to see you in game and here your feedback in the future!

7 Days of False Front #3 - Character Creation

7 Days of False Front #3 - Character Creation

News

A few images of how we went from concept art to 3d models when creating or in-game characters.

Comments  (0 - 10 of 13)
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TonyApex
TonyApex

Looking forward to this!

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Guest
Guest

I’m am currently using the beta and it says you can only play private matches as of today but doesn’t give me the option to play online, it just says beta closed how I’m I able to play private games?

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TomTott
TomTott

Hi!

The BETA is closed at the moment (also private matches). We will open it for test again later.
We will announce when it starts again on discord.

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chris_coma
chris_coma

It says 'split screen' on steam store page...

Is it true, or I got all hyped up for nothing? If there is split screen, how many players? Is it playable online? So many questions!

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Svantech-Studios Creator
Svantech-Studios

You will be able to play online with 2 player split-screen, this requires at least one controller though.

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chris_coma
chris_coma

and offline split screen? Also up to 2 players?

Is there bots?

Anyway, you should put screenshots and info on split screen to the store page. For some folks it might be the most important feature since there isn't a lot of shooters to play together on single PC these days.

Any ETA on release? I'm really looking forward to your game now, gotta wishlist and follow on steam :3

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Svantech-Studios Creator
Svantech-Studios

Yeah, splitscreen will be available offline aswell, and the there are bots. Our release target at the moment is september, but it could be earlier or later.

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Guest
Guest

I can't believe how far this game and company has come! Keep up the good work!

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Svantech-Studios Creator
Svantech-Studios

Thanks mate! :D

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