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.
The main focus of this month was a milestone deadline – the simulation alpha. Our goals were to:
Overall, we succeeded. The simulation is complex but clean system of villages, village goals, groups, roles and organisms. It takes a lot of time to test and analyze, but it’s cool to see it come to life.
VILLAGES HAVE A BANK AND THEIR LEADERS NEED TO FILL THAT BANK
To supply for their inhabitants, village chiefs send out groups to gather food and resources, or trading/scout/raid groups to get to that goal. That alone brings many concepts: leaders, groups, goals, banks and more. All of this has to be visualized and implemented, but we’re glad to have improved our village system and village commander systems a lot to make it happen. Most of these assets are obviously temporary!
Chiefs send out gatherer groups:
Or a trader!
Sometimes trades go wrong…
The bigger villages send guards with the traders, and they’ll usually come back with some good value:
The village banks are created per species – here’s another look at them:
WORKED ON VILLAGE STRUCTURE AND DESIGN
Each village has an alarm bell, fences, tiers set up and more. This is all part of a vast system of nodes that get enabled when a village exists in a certain way.
MORE BLOCKOUT WORK ON THE ISLAND, REVAMPING THE ARID CANYON
In the attempt to connect the island better, we also revamped several areas to be better suited for the gameplay and make more sense naturally. One of such areas is the Arid Canyon, which is now one of our favorite areas! We redid all the materials, tweaked vegetation and more.
WE HAVE A NEW INTERN, PAVEL!
Pavel is helping the programming team and immediately started making himself useful by working on much-requested tools for the art and design team. One of such is a ‘fencing’ system with which we can more easily place connected meshes, such as fences:
Also, a cool new water system allows us to make a procedural river mesh throughout wherever we need it, which is more flexible than before.
The build that resulted for the milestone is giving us a lot of information – we’ve been making plans, testing and tweaking away ever since. The economy on such a scale is something very delicate and we’re making sure the experience is smooth and logical in all areas.
Next, we're prototyping some last player mechanics and we'll be solidifying the simulation and the island's design. Exciting!
As always, all feedback, questions and comments are welcome. Feel free to reach out through pine[at]twirlbound.com, here, on Reddit, on our Discord server, Facebook or Twitter.
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...
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.