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.
While we are having some unexpected delays in a piece of news we are dying to bring you, we can still show off many cool things we’ve been working on. Not a lot of gameplay, but still a lot of content! We’re chugging away towards important milestones, as we’re treading the road towards a solid beta. We’ve been working on the world (design, setdressing and layout), player mechanics, a huge questing system and more. Here are some highlights:
In order for things to look more natural, we’ve been updating everything from textures, the structure (models) and vegetation on our terrain. With a new shader technique the grass is faster than ever, adding lots of different types of vegetation in a breeze.
Alongside a stronger structural design and more mysterious architecture, we’ve been ensuring the swamps are a dense and interesting environment for both simulation and player activity. It houses one of the island’s Vaults and carries a lot of lore.
We don’t want to spoil too much, but the Vaults are progressing well. We are prototyping their puzzles and gameplay before moving to visual development.
Finding ruins across Albamare could mean anything. Can you find them all?
For villages, we’re adding more functionality in the form of new “role barracks”, where species pick up their roles for tasks that have to be done, as well as new eating and sleeping areas. Also, cloth physics! Also, species-specific fences!
While slightly revamping our critter plan, we’ve been working on a really important one: the Bleeker. We were missing a tone of aggressiveness (as the game can’t rely on species giving you a good fight, based on affinities you have with them), so the Bleeker will bring some action to the fields, mountains and caves of Albamare.
The last and arguably most important system of all is Pine’s questing system. It relies on all other systems and mechanics in the game and eventually adds the purpose and much of the story into the game. This has been a massive task that will continue to drag on across next milestones, but we are rounding up the basics.
On top of an existing node editor called xnode we built a system of custom operators and coordinators to guide the player and the simulation alike into situations that are filled with context and story. Much to do still, but the logic of starting and completing quests and states being saved as you do is getting there.
In addition to this, we’ve been working on a lot of player-side things that we’ll show as soon as possible. Stay tuned! As always, all feedback, questions and comments are welcome. Feel free to reach out through pine[at]twirlbound.com, here on IndieDB, on Reddit, on our Discord server, Facebook or Twitter.
We are eager to share some cool stuff we worked on last month, and to tell you all about where we’re headed.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.