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Full Time to the Frontline update
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Repeated intro
Hey everyone!
What changed
- Events
- Gameplay
- UI and audio
- Performance
It’s been a while since I started this project, and a lot has happened since then. I wanted to share the current progress on Time to the Frontline so you can get an idea of where things are at.
Core Mechanics
AI Logic for Enemies
Enemies now take cover smartly and shoot from tactical positions.
They patrol with a list of possible decisions like interacting with objects, chatting with other AIs, or playing animations.
They have senses to detect threats such as hearing footsteps, getting hit, being touched, or spotting enemies.
When they die, they drop their weapon (yes, you can pick it up, don’t take it for granted!).
Group alert system: if one enemy is attacked, nearby allies will be notified.
Added a "token system" under the hood to prevent enemies from overwhelming the player by attacking all at once. Instead, they take turns.
Weapons (lots of them!) I wanted players to have real choices when it comes to firepower, so I’ve created a bunch of different weapons, each with its own special ability.
One-handed weapons:
Eclipse Viper
Nebula Stinger
Pulsar MK-I
Quantum Blaster
Solar Flare
TQ60 (my personal favorite!)
Two-handed weapons:
Hyperion Rifle
Nebula Strike
Nova Blaster
Quantum Raider
Ion Lance
Nova Assault
Photon Carbine
Plasma Repeater
Railgun Vortex
Starshot Sniper
Thunder Strike
First Boss: Titanous The first boss is here! Titanous comes with multiple attacks and three phases. Without spoiling too much, here’s what’s implemented so far:
Stomp
Punch
Seismic Ray
Thrusters
Charge Attack
Dash, Gatling
Shield
Missile Barrage.
Chronarch Scout A fast and agile enemy that jumps around trying to surround you. It still needs a few tweaks, but the core behavior is working.
Supply Drop Because, honestly, ammo doesn’t grow on trees! You’ll be able to call in supply drops to request weapons and ammunition. Bonus: if enemies happen to stand below the drop at the wrong time, well, too bad for them.
Support Drone Your handy little companion! The drone follows you and assists with various tasks. Since the game’s UI will be minimal, you’ll rely on it for interacting and aiming.
Current features include:
Pointer
Aiming
Scanning (for fragments and points of interest)
Flashlight
Dock and Undock.
Print Fragments Not the usual boring collectibles! You’ll use these fragments to customize your spaceship room through a 3D printer. Collect resources, return to the mothership orbiting above, and print new furniture to flex with your friends.
Skydiving No, it’s not like that other game where you drop from space to fight bugs. Here, you’ll jump from the mothership, exit a dropship as you enter the atmosphere, and skydive through key story moments (no spoilers yet). Implemented so far:
Dropping from the dropship with full VFX
Transition into freefall
Landing sequence after skydiving
World and Environment
The first level, Earthfall, is now playable! It’s a dense forest full of (too many) polygons, so optimization is ongoing. You’ll move from the skydive landing site through the forest and into the city under Chronarch attack.
You can always check out the Time to the Frontline Roadmap and join Discord.
Follow the game on social media:
TikTok: @timetothefrontline
Instagram: @timetothefrontline
Thanks to everyone for the amazing support!
Source
Changelog.gg summarizes and formats this update. How we read updates.
