As expressed in our Pre-Spring Update, some of us are very busy with work and living. In order to get the open beta out to you, we require the assistance of programmers. Great ones like you! Our friend below is clearly having a good day.
We’ve had a big change behind the scenes here, so I’ll be Firearms’ new Project Coordinator. I’d like to introduce myself as Vunsunta. My role, as well as sound design and animation, will be more of a facilitator of production knowledge and quality assurance. Much has changed so we’re still catching up as a team. Please excuse the condition of the forums at the moment, things like spoilers not functioning and similar issues. The transition into the new version of vBulletin has jumbled a few settings and it’s been challenging for the right people to get time to resolve it.
Oelund, our Art Director, has taken it upon himself to give you all not one, not two, but kind of sort of 3 or 4 Beretta pistol variants!
We start with the Beretta M92FS. A classic Firearm and a well known friend to FAS. This 15 round 9mm pistol can be outfitted with a suppressor, a recoil compensator and a 20 round magazine. Future plans also include a pistol reflex sight for all variants, and a laser aiming module. But, under-barrel attachments will automatically give you our next weapon…
The Beretta M92A1. This pistol is the same as the 92FS except for the addition of a weaver rail. You also can select this weapon if you want even without attachments.
Next is the Beretta M96 Brigadier. This is a new addition to the Firearms brand. Chambered in .40 S&W, you can deal a little more damage for a higher cost (or however we ultimately decide to balance it). A slightly different slide can help tell the difference visually.
Lastly we have our beloved Beretta M93R making a return back to Firearms. This select-able 3 round burst pistol will have an option for a folding stock, so you can make sure you feed all 20 of your digital bullets to those in need.
Thanks for tuning in everybody. Feel free to stop by our Mumble channel and hang out. The developers have a channel that everyone can join called “Open Development”. It’s there for you to use so stop by and say hi!
Label: Firearms: Source
Behind the scenes here, we’re doing what we can to get the game in a state we feel is acceptable for you guys to start testing! Though most of us are still crunching heavy, some of us are dealing with the calls of RL, or real-life for the non savvy. So, even though this is a small status update, we mainly want to ask all of you to please be patient… allow us to sort out what’s important in our physical lives, to ultimately make more time – for you!
While your waiting, go ahead and grab a copy of ARMA III on Steam! Definitely worth the cash and is a HUGE improvement over previous ARMA games!
We are just as excited to have you join us, as you are! Guns as a platform for fun and creativity is what Firearms is all about. We’re always looking for creative, talented people to add their color to the Firearms palette, so get in touch and let us know how you want to help write the FA legacy!
Over the past few weeks, we have had vigorous stress tests to ensure the game doesn’t fall apart upon release. During those stress tests, we have noticed an increase in client crashes but the haven’t seen any server crashes. The other good news is that we are at a point where the client crashes are being isolated to map change. This has been an issue that we have had for a while now and have had difficulty diagnosing. Furthermore, we don’t feel that this crash would prevent us from releasing the Open Beta, and perhaps with the community’s help we can resolve this crash. These larger player tests have also given us greater perspective on the game design, and more specifically our current armor and damage model. At the moment, the consensus is that people are dying a bit too quickly, so we are going to look at increasing the armor absorption rate. We are also looking at maybe having a more aggressive damage fall off. We feel that, while the code continues to be optimized and debugged for the open beta, we can still work on refining the gameplay. Even with an Open Beta, we realize people will make judgments about the game as a whole and its direction.
We also have completely new content being worked on, aside from the usual updates. For a while now, we have been using an old M249 SAW (MINIMI) model that was contributed to us by Schmung back in 2007/8. However, due to new requirements for attachments and art changes, we decided it was best to redo the MINIMI from scratch. Oelund has taken on the monstrous task of modeling, texturing, and animating that beast of a weapon. At this point we have the new MINIMI in-game and are in the process of adding and balancing all of its attachments. We are also starting to focus more on the web site’s development, as we realize there are a few silly errors with the forums, and the website seems a bit bare. However, we have a designer now fixing up the FAS branding so that we can get the ball rolling, and see how far we can get with the new website and fixing up the forums before our open beta. This includes stuff like our crash reporter, bug tracking, and feature voting, all critical for the community to work with.
Lastly, FattestPUNK will be streaming some more FAS Stability and Competitive testing this Sunday. He will also be having another giveaway so make sure you tune in to check out the status of FAS, as well as earn some free prizes. Internally we have been discussing a release date, but we want to first make sure we can hit it, so our next news post may have more information on that.