• Register
Post news Report RSS Raw F.O.X changes to a whole new perspective of gameplay

Raw F.O.X received big updates this week. The main update is the switch from Third-Person to First-Person to change to a new way of gameplay...

Posted by on

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!


I'm very excited to announce Raw F.O.X's change from a Third-Person Shooter to a First-Person Shooter. I did this because I thought it would make the players more comfortable to play a game with a genre they had experience with. A lot of people play FPS games, such as Call of Duty, Battlefield, Halo, etc. And they can add Raw F.O.X to their list of FPS games played. It will work like other FPS games work. And all of the features will stay the same, Destructible Environment, Vehicular Gameplay, Multiplayer. Replacing the Third-Person wasn't too hard. I downloaded the free FPX Unity Package that came with a lot of scripts to help get me started in converting the game. Everything is working properly, and everything is communicating properly as well. I also started implementing all of the weapons. I started with the M40A3, a bolt-action sniper rifle. I first used a Gun script to make it shoot properly, then added a Scope FOV for the ADS. Then, added a Dynamic Movement script to add more interaction when moving the mouse. I finished by adding Gun Bob to add dynamic walking animation. I will finish tweaking all of the weapons by Monday and will release an ALPHA that will showcase the weapons. I also created the weapon called the "Gravity Gun", which is a space weapon that shoots a radioactive laser. It isn't accessible in the Multiplayer and will only be in the Singleplayer as an easter egg.


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
  • 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
  • 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
  • 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

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!

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

News
Tags
Update
Browse
News
New
Post news
Report
Report
Share
Related Games
Raw F.O.X
Raw F.O.X First Person Shooter
Related Engines
Unity
Unity Commercial
Related Groups
Redkix Games™
Redkix Games™ Developer & Publisher