Name Change – ESCAPE THE PACIFIC

ETP_Logo

To avoid possible unpleasant situations of trademark infringement with the companies holding the rights to a similar brand name we are renaming our game to ‘ESCAPE THE PACIFIC’.

We are going to stop billing the game under its now abandoned title and replace all logos, watermarks and text references to it with the new title ”ESCAPE THE PACIFIC” on all our official web presences continuously.

Gamers4Gamers Team.

Best wishes & Thank you

LiP_Devlog_BestWishes

Hi there,

the end of the year is approaching, and we would like to take this opportunity to thank you all for supporting us this year! Thank you for your ideas, suggestions and criticism which is also helping us to make our game better. Some of those ideas were truly inspirative and they will be implemented sooner or later for sure.

Holidays are here and besides of resting, although we will work less on our game, we want to complete some smaller features.

We hope, the next year will bring many new ideas and suggestions which will help improve our game from the very first EA release.

Our next devlog will be released in january, till then:

We wish you a Merry Christmas and a happy New Year!

G4GTeam.

If you have any ideas, suggestions or questions, feel free to contact us!

Devlog# 3 – Main menu, Water-World, Rope system

LiP_Devlog_3

Hi guys,

the summer is over and we are bringing some new information about the current development state:

During the time passed, we have got our Steam page live and we have created our first trailer.

We are continuing in bugfixing, tweaking and balancing the gameplay.  We are also adding some new features and extending already implemented ones.

During the summer we have finalized the first version of the Main menu. It brings some new interesting possibilities using two-stage world generation and with loading of the last saved game.

We have also started to work on our Water-World system. As we want to create a very dense and detailed fauna/flora it needs a huge amount of optimalization to allow us cover the entire ocean with life. We want the water animals to react to the actual weather above the ocean.

We are finalizing the inventory system described in our article. The crates will have different interesting features on land, on raft or in the water.

The rope/chain system is our next step to allow the player to anchor his raft/boat because of the wind and the underwater stream effects. The system will also allow to hook up floatable objects and drag them together attached to players raft/boat. The rope will be needed to recover heavier objects from the deep when the player can not bring them up manually in his Sidebag.

That’s all for now, we will bring some new information in our next devlog, stay tuned!

G4GTeam.

If you have any further questions, ask us. We will try to answer them in detail.

 

Devlog #2 – Getting things together, Early Access, Plans

LiP_Devlog_2

Hi there,

after a while we bring this short devlog to keep you informed regularly.

Because we have been Greenlit by the community (not via Steam Direct) we had speed up the things a little.

We think that all the major advanced features are already implemented in our game so we can concentrate more on bugfixing and tweaking the gameplay.  The features that were implemented and tested more or less separately they are now connected together and are working as a whole.

We are aiming to release our first Early Access version as soon as possible, but not at the cost of a broken game.

The game engine features an almost endless combination of survival situations (weather, geolocation, season, …) so the first EA release will be more or less a techdemo to allow us to focus on catching the issues that can ruin the gameplay.

We are planning to implement as dense flora/fauna as today’s hardware can support so besides the game engine will be polished we will begin to add new animals and vegetation incrementally. We want the flora/fauna be dependent on the latitude but that can be achieved only after adding a bigger variety of models.

The 3D models and animations used now in the game are not representing our vision of our game must look like, so as the time passes the actual models will be replaced by more naturally looking, high quality objects.

There will be also some interesting minigames that will perfectly fit into the storyline and/or game mechanics.

That’s all for now, we will bring some new information in our next devlog, stay tuned!

G4GTeam.

If you have any further questions, ask us. We will try to answer them in detail.