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Join the game designer of GRAW and Halo Reach to help create the spiritual successor to the original Rainbow Six and SWAT4.
Join the game designer of GRAW and Halo Reach to help create the spiritual successor to the original Rainbow Six and SWAT4.
5,423 backers pledged $221,833 to help bring this project to life.

What is Project Pi?

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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[Example of our Unpublished Pi Early Access Page]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? (Project Independence) 

Co-op, Non-Linear, Hybrid FPS that marries tower defense and FPS elements together with a short & long reward loop.

Back Story 

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. 

Gameplay 

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. 

Visuals 

Clean, Modern, Bold. Edge Detecting material effect layered into global post-process chain with bloom, DOF, ambient occlusion. 

Screenshots & Concepts 

Comments

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    1. Josh VanValkenburg on

      Looks good Christian!

    2. Michael Chen on

      So it's basically like Sanctum. But I like everything shown in the demo besides the name, so I'll definitely keep an eye out for this game.

    3. Missing avatar

      Sleet
      Superbacker
      on

      Thanks for the update, guys, and I've got to admit I'd be really interested in this. Sanctum was one of my favorite games from a small developer, and I could really go for more FPS Tower Defense games.

      I do feel like your 'no BS development' transparency is improving, though. That postmortem brought up a lot of stuff that I think should have been better emphasized during Takedown's development, and might have kept a lot of people happier if they were better aware of it the whole way through.

    4. TheJohnny99 on

      Is it April Fools’ Day already?

    5. Brendan on

      This looks really good. I'm impressed. I'd definitely check this out.

    6. Missing avatar

      Geoffrey Kelly on

      My thought was that it could actually work quite well in a format similar to how Destiny and Warframe do it. A sort of overworld/lobby thing and then matchmaking for specific missions. It would be a nice difference as both of those are essentially for the most part corridor shooters. An open design more tactical game in the category is certainly currently missing.

      Do try to have an actual story in it though, if you do decide to make it in the end. ;P

    7. Missing avatar

      Marsell on

      I like the aesthetic of the world. No, I -really- like the aesthetic of the world. It's like a blend of DX:HR and Mirror's Edge, which is a huge compliment, IMHO. Great job there.

      Unfortunately, that also means I'd rather run around exploring that world, and occasionally shooting up some enemies -- a bit like the Mass Effects -- than emphasizing close engagement with my buddies. I think it'd be a real pity if it was just a backdrop, like the current proposal (?). I really want to explore that place… although I imagine it'd cost a lot to build it.

      I don't find the enemy robots particularly inspiring, particularly the humanoid ones. They look more like bland kid toys than threatening pieces of machinery out to kill me. Their design probably makes sense in the context of that world, but it just doesn't do it for me emotionally. Sorry hardworking modelling guys. :(

      The HUD in the video is far too overbearing. I don't like the weapon either; I'd like to hold something that looks like it means serious business.

      The idea of combining tower defence and FPS is interesting.

    8. Ian Hart
      Superbacker
      on

      My first thought is "Sanctum" the (original? most popular?) fps/tower-defense hybrid. Actually watching the video made me think Mass Effect (more of a tactical FPS than a true tower defense) which I can definitely get behind. The feedback loop sounds appealing, especially if it can have a big impact on gameplay (and since this co-op rather than competitive, I'd guess it can.) Playing Borderlands Pre-Sequel this weekend reminded me how much fun it can be to grind with friends.
      I'd back it.