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Shinobi has been working on creating a convincing outdoor scene using the source engine for FAS. Currently he has been working blending the terrain as well as creating convincing tree models. You can view Shinobi's FAS work, as well as his other project as his game design blog.

StealthSilver has been updated his developer journal, showing his HMMWV model that will be used as a map prop. This is a work in progress.


In a FAS Input Forum Thread, it was asked if FAS would have a similar jump mechanic to the HL version of Firearms where people were able to jump around and still and be able to fire effective. "The only penalties we have for jumping are a stamina decrease, and a slight disorientation of the screen similar to that of FA," DysPatch said. This goes along with other comments in the past about FAS having a more arcade like experience, not a tactical shooter.
FAS has material penetration - meaning you can shoot though some objects in the maps - according to DysPatch is this FAS Input Form Thread. The amount of damage though walls depends on many factors. According to DysPatch: "It is based on the material and thickness of the wall. If its a thin metal sheet, you bullets will pass through it with ease. If its a thick concrete/brick wall, it wont pass through."