In the TAKEDOWN postmortem video, I talked about a project that we prototyped (after TAKEDOWN) in Unreal3 for a major publisher, as part of our plan to move forward and continue to support TAKEDOWN. After that publisher pulled out, we explored different avenues, and considered early access as a backup option since we already had a Steam APPID for it. We decided to hold on the early access model because new engine tech (Unreal4) was on the way, and the early prototype didn’t fully contain the features we felt would fully demonstrate it’s scope, and we had to dedicate the majority of our resources to TAKEDOWN patches. As of right now we have a playable SP prototype in Unreal 3 that demonstrates the art style, a vertical slice of basic gameplay, a small numbers of different enemy AI, and a sample of tools for the player.
[Example of our Unpublished Pi Early Access Page]
Since I posted up the TD Postmortem, many of you have asked what this project was, so we thought we would show you a taste of what it is. We are now prototyping on a different unannounced title in Unreal4, but would love to hear your honest feedback on this concept. Maybe we’ll dig it up again down the road.
We want to make games that you, the community, want to play. So moving forward, we want to continue on our track of “No BS development’”, and remain as transparent as possible with you.
What is Pi?
Pi (Project Independence)
Co-op, Non-Linear, Hybrid FPS that marries tower defense and FPS elements together with a short & long reward loop.
In the year 3141, the humans disappeared. Hundreds of years later, you awake. You are a “S.A.M.”, a Semi Autonomous Mechanoid. But you are different than the others, you are self-aware. The planetary A.I. recognizes this, and seeks to eliminate this “aberration” in the system. Fight to stay alive, to upgrade yourself, and to learn the truth of what happened to the human race.
Pi provides a unique Co-Op Shooter experience, utilizing non-linear spaces to provide a range of tactical options for up to 8 players. Players capture and defend “quantum control points”, earning resource points to upgrade their uplink capability (levels) and gain parts for crafting S.A.M. upgrades, which they can share with their friends to affect core gameplay.
Clean, Modern, Bold. Edge Detecting material effect layered into global post-process chain with bloom, DOF, ambient occlusion.
Screenshots & Concepts