Pine DevBlog #26 - Countdowns and Cooldowns

07-04-2017 Posted in Development Blogs

In this last week of our Kickstarter, things were busier than ever. We spent a lot of time reaching out to as many potential backers as possible, and we're extremely happy to say that, with only a few days left, we're almost at our goal!



With over 94.000 euros collected and almost 3200 backers, we couldn't be happier about our progress.

Our crowd achievements have been a definite point of activity - only 4 left! The newest reward was just met, through which backers can vote on what new critter we add to Albamare. Check them out!



These are only a few of the critter concepts we feel strong about, and this time it's up to the players to decide which one works best. We're getting a lot of comments, and there doesn't seem to be a strong winner - this will be exciting! Voting ends at the end of the campaign, so pledge at least €1 if you want to get in on it.

But of course, we've also continued development on Pine. A lot of time in the past weeks was spent on cleaning and revamping the movement. This includes animations, but also technical aspects such as colliders, flow and input.



The jump became a big part of this as well - it has to feel absolutely right to move around and make your way across Albamare. Animations are still WIP for the jump, but the movement is getting there!

Attacks also got an update (finally): new swings, and a new heavy attack. We've been trying to improve the weight of the attacks and how Hue is swinging his mighty little sword. Let us know what you think!

We're also cleaning in other areas of gameplay, among which combat - and we're especially trying out some new things. As you might spot in the previous gif, we're playing around with a wholly unique idea that really underlines the pattern recognition in Pine - we call it auto-combo's, and we're in the first stages of prototyping.



In a way, auto-combos work like stamina - you have a few points you can use, after which an automatic cooldown is required. In practice, this means that you can actually form your own combos, rather than spam a few attacks that we design in succession - any attacks can now be chained, and the cooldown will always follow after. First playtests seem to work well, and it really does make the adaptation more interesting as well, as you're really forming your own style up until the very details of your attacks.

It's still early, but we're definitely going to try and develop this further!

Furthermore - on Thursday we shared another Imgur link due to popular demand - this time with a lot of footage. The post skyrocketed to most viral again, and we've been getting a lot of good feedback!

Pine, our action adventure game about survival of the fittest - Some more footage!


Also, quite a few backers have been asking about the artbook and what would be in it. That's why we decide to show two early preview the book and what you can expect in it! Check it out:





Now, with only 3 days on the clock, we feel confident we can reach the goal, and hopefully even beyond that. There are two stretch goals planned at the moment - would be great if we could hit them both!



Lastly, for those who want to help out even more - on Sunday, 12:00pm BST, we're roaring through the internet with our final Thunderclap campaign - we've already gathered a social reach of 500.000, and it's not stopping there. Join us now!

Until next time!