Pi[X]el Dreams

Story
The year is 2082, it has been 12 years since the asteroid that killed nearly every living being on the planet. Thomas Finn is the last man alive in Old New York City. . . but he’s not alone. When he falls asleep he enters the world the other survivors of Earth call “REM”. Created by the world’s best theoretical physicists in the months before the asteroid, when connected to it, it allows the user to go without food and water for an unlimited amount of time. In REM, computer data is mixed with the user’s subconscious. REM gives the survivors the ability to not only survive, but bend their reality itself. The only problem is, it can only be accessed when the user sleeps. Although REM allows endless sleep, over time the difference between reality and REM is hard to distinguish. Finn’s duty in REM is ensure that the main server stays online. But one day, a survivor by the name of Benjamin Arnold sought to destroy the main server, by killing Finn. He deemed REM to be an ugly, unnatural way of life. Can Finn stay alive long enough, for the other survivors to take down Arnold?

Gameplay
-The player plays as Thomas Finn.
-From the beginning and through most of the story, the player navigates through the world of REM.
-The player will be able to exit REM and explore the apartment of Thomas Finn, experience flash backs to the days before the meteor, and explore ruins of Old New York City, to find blueprints that will unlock special levels in REM.
-REM is a living, moving world. Objects in REM known as “Pixels” can “Pixelate” or Morph into other objects, in order to help or to harm the player.

Style

  • FPS
  • Puzzle Elements
  • Expected to be Teen
  • Quality Graphics
  • Sci Fi

Development Team

WaeD Entertainment : Start-Up Indie development group with various talents in game design, film, and music.

Piel Dreams will be our first title/product. Although we have 2 other high-value products in the works.

Running on the Free version of Unity (Until enough profit is made to upgrade.). The game designer, story, models, animations and scripts are all handled by me. Other’s in my company are pitching ideas in story and assisting in concept art and design.

Below are some screen shots of the first tutorial level.

In this level, Benjamin Arnold has just reset REM. The survivors have lost some of their memories due to the subconscious connection with the server. Thomas Finn is just awaking in REM for the “first” time. (Please note that memories due gradually come back to Thomas.)

First alpha design of tutorial level.


This is an example of pixelated stairs. (Pixels form these stairs.) The pixels will remain in stair form until the player moves away.

This is the same stairs but pre-pixelated. The pixels are floating around until the user comes close enough.

This is the final product of the tutorial level. The randomly floating blocks are pixels, that move about the scene. The “lines” are pixels that appear to form the side of a bridge. The back and top of the big square rooms, unfold into a bridge, similar to that square paper origami we all made as children.

All images are owned by Waed Entertainment.

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I think it would look better without the white lines around the cubes.

Thanks for the feedback! And, the white lines are actually just pre-render builds. They’re there so I can tell which blocks are which when the objects come together, otherwise I’d be digging through the hierarchy! lol

There is now a alpha video on YouTube!

How do you detect when players come close? Do you use colliders?

Yes, I use OnTriggerEnter/OnTriggerExit. When the player comes close to an interactive element, an passes through the collider, it signals any animations/scripts to play.

Stair Pixelation Alpha Test