Development Blog
Author: Shaun Bellamy, President & Creative Director
Want to read more? Check out our May blog for an introduction on Fortune on the Fronter.
It’s Summer on the Frontier! Thank you everyone who joined us at Game Con Canada in Edmonton. We had a blast visiting with players as well as fellow local game studios (shout out to Dragonfly Games and Scorpion Studios!)
I’m Shaun, President and Creative Director at High Level Studios, and today I am excited to share our progress on the development of Fortune on the Frontier.
Graphics
Over the past few months, we have focused on elevating our visual style for FOTF. I am a huge fan of the realistic environments created by our team. I feel that this grounded approach will heighten our action-oriented gameplay and effectively immerse players in our world. This can be a challenge in VR, but our team is developing specialized shaders to allow for enhanced shadows, textures, and depth while maximizing FPS on the MetaQuest. I feel like we have struck an amazing balance between visual fidelity and performance. It was a welcome surprise to see so many players that wanted to explore the environment and take-in this unique setting.
Early twentieth century mines offer a compelling contrast between the natural world and the encroachment of man-made structures. Competing textures of rock, processed wood, and metal create a sense of depth, especially within VR. The inclusion of man-made structures has allowed us to create a “jungle gym” type gameplay, where players are free to climb and explore using any surface they could reasonably grab on to. We are building these environments to offer plenty of replayability for exploration as well speed running opportunities.
We have also begun the creation of complex animations for water-based physics traps. While I can’t get into specifics without spoiling the adventure, these animations will help to create a thrilling final act for their respective levels.
Our lead environment artist, Zack, is responsible for many of the textures, shaders, and environmental elements present in FOTF. Zack will share his tips and tricks that we have utilized to create compelling visuals inside of VR. Stay tuned to our social media to read his insights in an upcoming blog.
I’m excited to see how you navigate through these levels in the not-to-distant future (read more for details…)
Gameplay
Creating thrilling gameplay is core to the development of FOTF. We want players in VR and on smart devices to feel the adrenaline of a daring adventure while enjoying satisfying interactions in the world.
Animal-Type Interactions
At Game Con Canada, we received valuable feedback on the smart device gameplay loop and found that players gravitated most towards the bird trap. To summarize, the smart device player would take control of a sparrow, fly it around the level to gather energy, and try to divebomb the VR player to knock them off a ledge. It created a fun dynamic between players and the feedback was clear, we need more animal-type interactions! Our updated approach to gameplay includes at least one animal-type interaction in each level. Our next animal-type interaction will be the elusive gopher, followed by the cunning mountain lion. Share what animals you would like to control in the game!
Exploration-focused Single Player Campaign
We were surprised how many players enjoyed casually exploring the demo. Although the multiplayer gameplay does provide an engaging competitive experience, we wanted to provide an option for players to take their time and enjoy FOTF solo.
To provide concise, 20-30 minute, adventures for our VR players we decided to take an approach inspired by an older game, Star Fox 64.
For those that are unfamiliar, Star Fox 64 featured a level selection system based on the performance of the player. Players who performed well in the level would gain access to alternate paths that offered different levels and, depending on the path taken, would conclude with a unique ending. In FOTF, we have created a similar system where the VR player will gain access to different levels, and endings, based on their performance on the final trap of the room. If they are unsuccessful on the final trap, players will proceed through a separate exit. I’m excited for this system as it offers unique branching paths, creating either a relaxing casual experience or an adrenaline-charged challenge. Make sure to try all of the different routes to experience a variety of dramatic conclusions!
Plans for the Future
Single Player Demo
We want to make games that are fun to play. Your feedback has made this possible both at Game Con Canada and at the High Level Innovation Conference. Your participation at these events gave us tremendous insight on what you find fun in VR and what improvements provide the greatest benefit to players.
We hope that you will continue to provide your feedback as we release our single player demo this Fall 2024. We are focusing on a handful of levels that players can really sink their teeth into. The initial demo will be available on Meta Quest VR, but we are hopeful to release it on SteamVR as well.
Your Support
Projects from independent studios do not exist without your support. We are thrilled to have you with us as we strive to achieve our vision of creating immersive and interactive experiences for VR players as well as their friends and family on smart devices.
Thank you for your support. Help us create a truly memorable game by sharing your ideas for traps, mechanics, and more as well as your feedback. Reach out to us through our social media and contact page and make your voice heard.
This development blog provides behind-the-scenes updates on the project and our journey to release. Please note that all references to dates and features are subject to change. Game development is an ever-changing process and we hope that these updates will spark new ideas and opportunities for you to share your thoughts and suggestions for the project. Our goal is to create an experience that redefines virtual reality + smart device gaming. We are excited to share this journey with you.