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Post news Report RSS Progress - First Evidence of Gameplay Revealed! Alpha 3 delayed!

Today, I released the first picture featuring gameplay. Along with ALPHA 3 delayed. I also talk about some other things that have been fixed...

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Remember that you can still contribute to our IndieGoGo campaign! Contribute $20 and get a free copy of Raw F.O.X when it's released. Contribute $30 and get access to the singleplayer and multiplayer beta, there are only 400 spots for the betas! Follow our Community Manager @MBoudreaux22 on Twitter for updates as soon as they happen!


With much progress made over the past few days with our switch to First Person, I released the first picture of Raw F.O.X(which can be seen by clicking the images) that showcases gameplay. It's a very early version of the HUD and guns. Many things will change over time. I'm going to start working on the GUI skins and add them in instead of using the default GUI. I finished implementing all of the weapons. Some still need work with animating and culling. But most are ready for use. I'm going to also start working on ammo drops which will be placed throughout levels. I finished typing out the script to get the ammo pickups working. I also got the blood splatter and health regeneration working. I'm pretty sure everyone knows what that is. I fixed a couple of bugs in the game. One of the major bugs was that the guns would spawn sideways instead of straight out. It was a problem with the Gun Bob script that made it do this. The other bug is the inability to use the mounted MGs on the bunkers in the mission "Chilled To The Bone". I forgot to add colliders to these because originally only enemies were able to use the MG. The MGs will probably be useless because by the time the player is able to get on it, all of the enemies will be dead. The final bug was the instant death collider on the water killed the player before he/she collided with it. I still need to finish typing out the spreadsheet for the mapdata on the Multiplayer. The Multiplayer will be worked on more after a few missions are completed. I plan to release a Dev Vlog sometime this week to keep trackers updated on the development video-wise. ALPHA 3 has been delayed because we ran into these bugs at the last minute. So Alpha 3 will most likely released this week. Sorry for the inconvenience. We got a lot of questions about it.


Changelog So Far:

  • Added Destructible Environments
  • Added Basic HUD that shows what gun is in-use and how much ammo is left
  • Fire Modes for weapons can be changed by pressing the weapon's select key
  • Hits needed to destroy an object varies over different weapons(i.e 90 bullets from a gun are required to shoot down a small helicopter, but only 1 rifle-grenade is needed to shoot it down)
  • Added Basic Radar
  • Added Crosshair
  • SFX for bullets and soldier-environment interactions added
  • Locomotion System added for both player and enemies
  • Removed Pause Menu(Game can still be paused however)
  • Helicopter have a more dynamic crashing
  • ALPHA 1 released
  • Added Enemy AI and Waypoints
  • NPC's implemented to work along and have the same features as the player
  • IndieGoGo campaign launched
  • Raw F.O.X paths typed out(These will not be available to the public)
  • Multiplayer Map mp_farm developed
  • ALPHA 3 released
  • Multiplayer Map mp_bridge developed
  • Mission "Chilled To The Bone" currently being designed
  • Added strange voices and apparitions to Multiplayer maps and in-game missions
  • Added mapdata spreadsheet to the game's source files(A detailed form of the multiplayer maps, such as what teams are featured in the map, whether there are vehicles in the map, tells if the map was part of a DLC and if so which one, etc. The game's source files will be supplied in the next alpha in a ZIP file. However, they are hidden very deep inside of the files)
  • Implemented TeamSpeak to work with the multiplayer
  • Easter Eggs added in every mission, some are funny and some might make you have to change your pants. So watch out, you never know what might pop out at you
  • Added hanging skeleton to the windmill in mp_farm(It is also visible in mp_bridge). I'm keeping quiet about him but he does play an essential part in the back-story of Edward Groves.
  • Added skull in the chapel graveyard in mp_farm(not visible in mp_bridge). It also plays an essential part in the back-story of Edward Groves
  • Twitter feed created to provide development news early
  • ALPHA 3 announced
  • Changed from Third-Person to First-Person
  • Updated to FPS scripts
  • Fixed Enemy AI and Health
  • Fixed Enemy Ragdoll
  • Implemented all weapons into Singleplayer
  • Added mounted weapons
  • Updated GUI
  • Added ADS and Scripted Reloading
  • Added Health Regeneration and Blood Splatter
  • Fixed Instant Death Collider bug
  • Fixed Gun Side-Spawn bug
  • Fixed Unusable MG bug
  • Ammo Pickups available in all levels(except Multiplayer)
  • ALPHA 3 delayed

My goal is to release the game by the end of 2012 or the beginning of 2013. When the game gets finished depends heavily on your feedback from playing the alphas, so please comment on them! We're still trying to hit our IndieGoGo goal of $800! Let's keep going! A pledge of at least $30 will get you access to the closed multiplayer beta! A pledge of $60 will get you and two friends a copy of the game when it's released! Spread the word! HELP ME RAISE MONEY FOR RAW F.O.X: IndieGoGo. The IndieGoGo project will help fund the game's development, production, PR, and publishing. I intend to release Raw F.O.X on Steam and/or Desura, but I can't do it without your help! Thank you very much!

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