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"At the AREA 51 secret research facility in Nevada, a project, code-named CONTINUUM is nearing the final stages of completion. Using technology recovered from the 1947 UFO crash at Roswell, New Mexico, the secret bureau of the CIA, the elusive Section 7 has created the impossible. The aging Dr. Richard Golchan, one of the principle architects of the project, and a long-time friend of your father's, is having second thoughts. He calls you to his estate in Chadds Ford, Pennsylvania, to reveal to you what he fears is a project that could destroy the fabric of the space-time continuum, disrupting the universe as we know it today. It is up to you to stop this from happening. Prepare to embark on a great adventure, in a furious battle against Section 7, a battle for which the prize is the CONTINUUM itself. The game was made with the Pie In The Sky GCS (Game Creation System). It has a rich 3-D environment to explore, with ambient sound and many interactive elements. There's characters to question and gain clues from; some could turn out to be friends, while others might be working against you. It also has intro screens at each locale and movie cutscenes (full version only) that set the stage during the adventure. Beautiful outdoor scenes, and detailed indoor sets help bring the adventure to life."
--3D Shooter Legends

Continuum is a plot-focused title created using the 3D Game Creation System with more of an emphasis on free exploration than shooting, released in 1996 through 1997 by Wales & Welch Productions (Jordan Wales and K Conor Welch). The game was created as High School Senior Thesis, in order to develop a "3D adventure" from a tool designed to create an "action killfest" (though it takes advantage of many of the innovative scripting and interactivity features premièred in Terminal Terror), as well as an accompanying paper titled Continuum: An Odyssey of Creation.[1] The game received numerous positive comments, including from Kevin Stokes, and comparisons were drawn to early plot-oriented first-person games such as Strife, as well as numerous statements raising it above the average GCS produced game.[2] The game's heavy plot focus on a secret CIA project at Area 51 into the space-time continuum headed by "Section 7", using recovered alien technology, that now threatens the fabric of the universe itself. Desperate, a prominent and now disillusioned project member, Dr. Richard Golchan, recruits the son of his old friend and collaborator to infiltrate the project in the hopes of exposing and ending it.[3]


"The Continuum Project has now ended. The files and pages will remain available, however. The Continuum project was undertaken beginning in June of 1996 by Jordan Wales and K Conor Welch. We set out to create a 3D adventure using tools made to create an action killfest. This project was our High School Senior Thesis, for which we created the game Continuum, and an accompanying thesis paper, entitled Continuum: An Odyssey of Creation. We are immensely proud of the finished product, which analyzes the history and future of computer games. By March we had predicted trends in the industry that didn't manifest themselves until May, coming without warning. The paper and all its text, except where noted, is Copyright (C) 1996-1997 Jordan J wales and K Conor Welch. Unauthorized reproduction or distribution is prohibited. You are encouraged to contact me by e-mail for permission to quote, publish, or reproduce this work. CONTINUUM is an ongoing project of Intuitive Impulse Software. Eventually it will evolve into a detailed Adventure, with immense interactivity and flexibility in plot. For much of the work, we are using a game development kit, the PIE 3D Games Creation System. We highly reccomend this development tool, which is easy to get started with. A game such as we are endeavouring to create requires much time and effort for production. I would like to take this opportunity to thank all those involved in the project. As this game continues to develop, we welcome comments and suggestions, for a masterpiece of software must always be built on the input of users. Intuitive Impulse Software always follows this philosophy in game development."
--Wales & Welch Productions


- Hall of First Person Games