Angels Fall First is a combined arms FPS game set in a rich science fiction universe, focusing on tactical gameplay and objective-based scenarios with a high degree of replayability.
Command a battleship, become a fighter pilot, face the enemy in close combat while boarding their vessels, all in one seamless environment. Or take the battle to the ground, storming the planets with a variety of vehicles and weapons.
AFF features an elaborate flight model inspired by classic spacesim games, but also fully operational capital ships and space stations with playable interiors which can be boarded or destroyed from the inside. All the ships are pilotable, their turrets can be manned and internal systems repaired if necessary, teamwork is essential to keeping your capital ships alive.
Both the infantry and vehicle combat mechanics are also designed as a mix of modern elements (customization, loadouts, persistence) and gameplay from classic shooters (frantic, fast-paced firefights but heavily affected by squad management, planning and using level layout to your advantage).
All scenarios can be played both offline and online identically, supporting up to 60 players, or bots filling in for players if required. In addition to that, a commander mode lets the tactically-talented players take the responsibility of leading their teams.
AFF is being developed by an independent, self-financed team. We work on it in our spare time, trying to accomplish an FPS and space-combat integration unheard of before.
We've been hard at work and over the past few months we managed to tick some major milestones off our to-do list. The first of which is, we are now an officially registered company by the name of Strangely Interactive! What this means is that we are now able to cross another major task off our list, moving from UDK to the a full Unreal Engine 3 license.
Having the source access also means the more performance-intensive tasks (like pathfinding, ship physics etc.) can now be fully moved to native code, without relying on the relatively slow Unreal Script. In addition to this, it opens the possibility of closer integration with custom tools, speeding up the development of some features significantly.
We've also been hard at work refining our ship controls. We've come up with something we've internally dubbed 'Freeaim'. Fighters have been the first to receive the reworked controls and we've included some shots below showing it in action.
As always thanks for the continued support, and look out for more updates!
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@DeadVidiota Good luck :)
Sep 13 2014, 9:19am