Inspired by the adventures of Link in the Zelda-series, the intriguing nemesis system of Shadow of Mordor, Fable's choice-dependent progression and the dance-like combat of Bloodborne, Pine brings you an ever-evolving world that provides each player with a truly unique journey.
In the world of Pine, every action, even inaction, has an effect. The direction in which you explore the island of Albamare and way in which you come into contact with its many inhabitants, defines how the world will change, evolve and adapt.
Pine is world-centric, meaning things will happen across the island even without your involvement. Based on principles borrowed from evolution and ecology theory, every single species will try what it can to survive - from small power shifts to the utter extinction of a group, Albamare's living, breathing and constantly evolving world can and will make it happen.
As you embark upon the quest to save your tribe and find a new home, you uncover intriguing details about the history of the island and how the current evolutionary course came to pass.
The island will provide you with everything you need, and as you progress, you will even discover many mysterious and helpful contraptions that will change the way you traverse, interact and fight: Scare away creatures with the Igniter, make your way across large gaps with the amazing Airglider or scale the highest cliffs using strong Climbing Axes!
The island has its share of predators and territorial species. To defend yourself against their attacks or influence the course of action, Pine features a solid and varied combat system, inspired by the "dance-like" attacks and dodges of Bloodborne.
But be wary, as your enemies will learn how you fight: They will observe you, try out different combos against you and physically evolve, to specifically oppose your style! It will force you to adapt to them in turn, so choose your enemies wisely.
Based on their specific needs, some species will try to find shelter during storms or on cold nights, or even move to a new territory in large migrations. The weather can be your ally or your worst enemy, so keep an eye out for what's coming your way.
Inspired by both classical symphonies as well as contemporary game and film music, Pine's soundtrack by Ratchet Audio seamlessly flows through the experience as if it were coming from the island itself.
In the world of Pine, Humans never reached the top of the food chain. In this novel ‘evolutionary timeline’, other species got the chance to develop language, cultivate and become smarter than ever.
You play as Hue, a timid adolescent growing up in an isolated group of Humans, deep into some beautiful pine woods. Traditionally, the tribe you live in does not go into the Out, afraid of the creatures wandering through the biosphere and afraid of losing their safety.
We are filling Albamare's ecology with wondrous locations. It features mountains, plains, forests, beaches and swamps, ready to be explored in an open world-fashion.
The weather on the island is always active, meaning a species on the other side of Albamare might be fleeing from the storm that's raging there. You might even need to take advantage of certain weather conditions to get things done!
Pine is all about your adventure and the way it evolves through your actions and interactions with its world. On your journey you will meet a wondrous cast of creatures, some more, some less evolved.
With every encounter, every interaction, you will learn more about the species you share the island with. Your decisions will alter the course of what all of Albamare will become.
You can choose to befriend a species, fight alongside them, help them to gain territory or even bring them food and resources. But you may also choose to attack them, steal their food or force them to abandon their current habitat and move on.
Your actions will shift the power of balance between Albamare's inhabitants - choose your friends and enemies wisely!
Find pieces of equipment on the island, or trade with and steal from the species living on Albamare! Earn their trust by using armor sets that resemble their cultures.
Each organism within a species looks different. Using procedural algorithms, we give each organism a personality and specialty. Based on their stats and style, they look differently. Natural selection and survival of the fittest will do the rest: the entire species will grow more towards the organisms that are strongest against you.
Let us know what you think in the comment section below! We read all feedback, suggestions and ideas.
We are eager to share some cool stuff we worked on last month, and to tell you all about where we’re headed.
We are now deepening out the final player mechanic, which means there’s gonna be more to do for the player. This is essential when building the questing system, so that we know exactly what options the player has. This is all building towards the content alpha milestone, which concludes our alpha phase at the end of this month.
Here are some highlights!
PUZZLING IN VAULTS
An important part of the main quest comes in the form of Vaults, small designated areas filled with puzzles that hold the Outfindings (important tools). We’ve been working hard on our trigger systems, grabbable system and cutscene systems to fill the Vault blockouts with cool puzzles and interesting gameplay. We don’t want to spoil too much, but here’s a quick glimpse at the Dry Bay Tower (with work-in-progress visuals), one of the three!
Give a warm welcome to Andréa and Félix, our new environment art and programming interns! They joined the ranks to make awesome art and tech for Pine.
A much requested feature in the game also made it in: food pinning! We didn’t like it much that you could eat in your pause menu, which takes you out of the game completely. With species also taking food ingame, we thought it only fair to give the player the same option. Check out the top left here:
TESTING “ENERGY” AND MIXTURES
A bit of an interesting thing we decided to try out is an energy mechanic. A very specific goal we had for this is that it was vital to not make it a grind, or feel like a survival mechanic. However, the purpose of it made it worth trying: we want to place the player in the simulation more. As species have to find food and rest all the time, it might be good if the player gets a sense of that loop too. There are a few states:
The changes made by the energy system are very subtle: jump height tweaks, running speed, sprint time, attack time, etc. By eating foods, you can regain energy (or even drain it as a tradeoff for health), and we’re also implementing a resting mechanic soon to let time of day pass too (mockup):
We’re currently testing out how it works. The last thing we want is to make it feel like a stamina system, or to make it too intrusive. It might not work out, but playtests will have to point that out.
To boost up your energy even more, we also conceived the idea of Mixtures: potion-like consumables that can grant temporary status effects or boost your health or energy. Players craft these and can use them in preparation of situations ahead. More soon!
THE SWAMPS ARE GETTING DENSER
As one of the last areas that needed a lot of assets and setdressing is the swamps – specifically, the Soggy Fields! In May we took to fill that up, and it’s getting quite dense.
There are quite a few new trees for this:
Next step is adding water over the surface, and adding a lot of this ground vegetation!
ABOUT THE PLANNING
Lastly, it’s time to give some less joyful news: now that we have planned the whole project out to the end, it’s clear to us that a Q4 2018 release for Pine is too ambitious. We’d like to take a bit more time to round things up better and give you a better game as a result. This is no huge surprise to us: the estimate made during the time of the Kickstarter was a rough one, with a lot of question marks about the content still. Also thanks to your feedback, the game has gotten a lot better and more focused since, so the end result will definitely be better for it. We hope you understand!
Importantly, we aren’t pushing the game back much – but more on that soon. In the upcoming month we’ll have a big announcement, so we’re really excited to share that soon. Here's a hint of what is included...
At the start of the month we were joined by a new fulltime team member – Ilia! He’s a game designer, coming from a few years of experience on Guerilla...
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