Translations for our friends around the world.

Author Topic: Escape The Pacific  (Read 20498 times)

0 Members and 1 Guest are viewing this topic.

Online Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Escape The Pacific
« Reply #60 on: June 03, 2023, 11:17:36 PM »
Development update #2
Sat, 3 June 2023




Long time no see. Check out what the team has been up to.

Hello Survivors!
Here’s what we are working on at the moment.

Please find below details about what’s in store for the next update. Please note that names, mechanics and details might be different or not available at all in the final implementation.

Thanks again for your suggestions and feedback. You rock!


Fiber

    Creating proof of concept for adding more fiber sources
    Designing new 3D fiber models and icons
    Copywriting of texts
    Designing spawning system to spawn fiber from bushes


Rope (small)

    Creating proof of concept for crafting rope from the new fiber type
    Designing new 3D rope models and icons
    Copywriting of texts
    Adding new recipe for crafting small rope from the new fiber type


Vine stem

    Creating proof of concept for vine stem spawning and growing based on the random generator
    Designing new 3D vine models and icons
    Copywriting of texts
    Designing new mechanics to allow for vine harvesting and destroying, depending on hit-box locations


Rope (strong)

    Creating proof of concept for crafting rope from the new vine stem
    Designing new 3D rope models and icons
    Copywriting of texts
    Adding new recipe for crafting strong rope from the new vine stem


Ivy vine

    Creating proof of concept for ivy vine spawning and growing based on the random generator
    Designing new 3D ivy vine models and icons
    Copywriting of texts
    Designing new mechanics to allow for vine harvesting and destroying, depending on hit-box location
    Designing mechanics for young vine, short vine, medium vine and long vine
    Designing mechanics to allow for harvesting of different vine lengths, depending on the stage at which the vine was harvested
    Designing spawn mechanics for certain island types
    Designing spawn rate mechanics based on the island size
    Designing growth system for the ivy vine (grow rate and growth trigger)


Rope (strong long)

    Creating proof of concept for crafting long strong rope from the strong rope
    Designing new 3D rope models and icons
    Copywriting of texts
    Adding new recipe for crafting long strong rope from strong rope
    Designing mechanics to allow for splitting of long strong rope into strong rope


Anchor mechanics

    Creating proof of concept for crafting anchors
    Designing new 3D rope models and icons
    Copywriting of texts
    Design anchor systems to allow for attaching it on water vessels
    Design lowering and retrieving systems
    Design notification system to inform the player if the anchor can be lowered, can’t be lowered, if the rope is too short, if the rope is too long, if the water is too shallow and if the water is too deep
    Design anchor rope extension and shortening system
    Design mechanics to allow the anchor to keep the raft in place when it’s lowered
    Design multiple anchor system to allow for the use of multiple anchors in case the raft is for a bigger size
    Design anchor force mechanics to allow either more smaller anchors or less bigger anchors to be used for bigger sized rafts
    Design anchor release system to allow for automatic anchor release in stormy scenarios or when the waves are bigger than normal


Small anchor

    Creating proof of concept for crafting small anchor
    Designing new 3D models and icons
    Copywriting of texts
    Adding new recipe for crafting small anchor
    Adding carrying mechanics to allow for picking up the anchor in the hands


Big anchor

    Creating proof of concept for crafting big anchor
    Designing new 3D models and icons
    Copywriting of texts
    Adding new recipe for crafting big anchor
    Adding carrying mechanics to allow for picking up the anchor in the hands


Tiny anchor

    Creating proof of concept for crafting tiny anchor
    Designing new 3D models and icons
    Copywriting of texts
    Adding new recipe for crafting tiny anchor
    Adding carrying mechanics to allow for picking up the anchor in the hands


Collectibles

    Add rope to the collectible mechanics to allow it to spawn in chests all across the pacific


Tools

    Creating proof of concept to add rope requirements for crafting tools, building modules and raft bases
    Design new 3D models for tools


See you soon!

Peter - Dev & CEO
Luna - QA
Radu - Product Designer
Semion - 3D Artist


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Online Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Escape The Pacific
« Reply #61 on: September 07, 2023, 12:20:47 AM »
Vote for your preferred UI style
Wed, 6 September 2023



Help Shape the Look of 'Escape the Pacific' - Have Your Say!


Dear Survivors!

Needless to say that at 'Gamers4Gamers Team' we believe that the best games are made not just by developers, but by the entire gaming community. That's why we're excited to involve you in a crucial decision that will impact your gameplay experience.


We've been hard at work revamping our User Interface, and we've designed two unique styles for how vitals are presented on the Heads Up Display (HUD). Both styles have their merits, but we want to know which one resonates with you the most.


Here's how you can participate:

Check Out the UI Styles

    Take a look at the two different UI styles for vitals at the bottom of this announcement. We've provided visuals to help you make an informed choice.


Cast Your Vote

    Once you've examined both styles in conjunction with the overall UI style sample, cast your vote as described below under How to vote.


Spread the Word

    Encourage your fellow survivors and community members to participate as well. The more voices we hear, the better our decision will be.



Why Your Vote Matters
Your vote isn't just about aesthetics; it's about crafting the ideal survival experience. The winning UI style will become a part of 'Escape the Pacific,' shaping how you interact with the game and adding to the overall ambiance of survival in the Pacific wilderness.


Voting Period
The voting period begins today and will run until the 13th September 2023. So, don't delay; have your say and help us make 'Escape the Pacific' even better!


UI Assets

    Please note that everything you see regarding the new UI design is subject to change. What you see here might not end up in the game exactly the same.



Have a look at this image showcasing the concept of the new UI



These are the two UI styles for the vitals

Style A


Style B


To make it easier to understand the entirety of how the vitals fall in place on the new HUD design, here you can see an example for each of the two new UI styles in place

Style A


Style B


    How to Vote
    We are looking for which style you think fits better in the overall HUD design.

    Open this voting form and answer 2 questions. Shouldn't take longer than 1.5 minutes.
https://docs.google.com/forms/d/e/1FAIpQLScQqDmfMU28UWDIwyw4maq202jfB96QZaztUdrck4-7hkTVCA/viewform?pli=1


We're thrilled to have you actively participate in this decision, and we can't wait to see which UI style resonates with the community most. Your involvement makes 'Escape the Pacific' an even greater adventure.

Thank you for being part of our community and for helping us shape the future of our game.


Have a great rest of the day,

Radu

G4G Team

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Online Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Escape The Pacific
« Reply #62 on: November 11, 2023, 12:05:13 AM »
Development update #3
Fri, 10 November 2023



Long time no see! Curious what’s bubbling behind the scenes?


Greetings Survivors!

It's been a while, but as always we've been working hard in the background on the next Major Update.

This year we underestimated the interconnectivity of the Q3 and Q4 updates, where the planned Q4 features were massively interlinked to the Q3 updates, in such a way that we had to merge both in one big update.

"But when!?" you ask? => To be released at the end of this year.


Let's have a look at what the next update has in store for you.


Upgraded HUD System

You told us many times that the game looks outdated, many times unfortunately through negative reviews on Steam. We’re reading everything you’re posting on Steam, and we’re happy to announce that a new HUD is nearly finished and will go into testing phase in the next few days.

Please note that even though we’re showing an item in the left hand, left hand usage is not part of this update.


HUD Concept
(Work in progress)



We’re planning to implement a flexible HUD, where you can select in the settings how much or how little of the HUD elements you want to see, to fully immerse yourself into the game.

No matter the selected HUD visibility settings, you will have access to all information on the Inventory and Character pages.


Modern UI System and Design
The new HUD goes hand-in-hand with the new UI design. It is time for Escape the Pacific to step up its game and receive a well deserved facelift.

With the new UI you will be able to see all stats at a glance on the HUD, given you have set the HUD visibility settings to 100%.

We redesigned the entire UI visuals from ground up, and we have tidied up the UX system based on your precious feedback.


VITALS



The Vitals section shows all important details about your character. We have incorporated colour coded arrows to indicate if a stat is going up or down.

Please remember that while Wetness goes up, the arrow will point up in Red color, and while Salt intake goes up, the arrow will point up in Green color. Basically, the arrow points the direction in which the stat is moving, and the color of the arrow indicates if it affects the character in a good or in a bad manner.

A new addition is the Sanity indicator. This one will most likely be a placeholder for now, because we can not confirm that it will be ready in time for Q4 update. However, once implemented, you will be able to maintain and improve your sanity by sitting on the ground and relax, by meditating, by reading books and by using the statutes on the sacred statues island. If you wish to contribute further to this, with your ideas and suggestions, please join us on Discord and come talk to us. Same if you have questions. Discord invitation link https://discord.gg/csEdD2kBtZ

Read on:  https://steamcommunity.com/games/655290/announcements/detail/3807291311722414018

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Online Asid

  • HAVOC
  • *
  • Posts: 26361
Re: Escape The Pacific
« Reply #63 on: December 30, 2023, 11:29:00 PM »
0.63e.0.0 - End of Year Update
Sat, 30 December 2023



Phew… We thought this day will never come… But here we are… Finally!

Experimental Branch Release


Hello Survivors!

Given our private circumstances, this Exp is the first Exp release that is still under heavy development. What better way for you to contribute to shaping the future of Escape the Pacific?

Your patience is truly appreciated. As a small indie studio, Escape the Pacific is our passion project. Over five years, we've been committed to regular updates, driven by your feedback and positivity. Thank you for being an integral part of this incredible journey!

We know you like transparency and we'd like to share with you that our personal lives were turned upside down in the past two months, which ended up in this delay. However, it's finally here!

Fun fact
This end of year was the most relaxed one we ever had, moving towards Q4 release, and out of nowhere we were triple-slapped in the face by life. We won't bore you with details and we hope you're not taking this as an excuse.

-- Peter --


TLDR
New UI - Massive design overhaul
Custom HUD settings and UI scale options
Bird Trap Mechanics
Companion and Bird Cage Mechanics
Refactored 31k lines of code
Squished more bugs than you can fit in a coconut bowl
Reworked 200 actions related to the hotkey and control system


UI Design Overhaul
We don't want to spoil it for you, so we will only show a couple of the new UI updates. Please feel free to experience the rest yourself, and let us know how you feel about it.







One major change is the new popup when aiming at an object. We've heard you and we've redesigned it bigger. This will make your life easier, especially when reading Blueprint ingredients.



Another major change is the way we separated the key bindings.

Local Actions: These are actions that can be performed with the item that is in your hand, will be displayed above the Item in Hand icon, bottom right of the screen
External Actions: These are actions that can be performed to the external item that you’re looking at




Companion
Many of you asked for a companion and I bet you didn’t expect this to be one of the most vicious things in the game… The killer Gulls!
If you decide to keep them as pets, please make sure you keep them fed and watered
You’ll be able to take them out of the cage and release them. They will fly towards the nearest cluster. This might come in handy while you’re out at sea, searching for a new cluster.



You can craft the bird cage from the crafting menu, to safely transport your new companion.

Bird Trap
Pretty much self explanatory, the Bird Trap! Craft it from the menu, position, arm, bait, and await the fluttering seagull. Note: the seagull model might not be updated in the experimental version—enjoy the current one for now. Happy trapping!




Sailing UI/UX
We have simplified the sailing UX, and split the available settings into two categories:

Sailing Mode

Beginner
You influence the boat movement. Sails and Rudders are set automatically by the system, based on your key input.
Sail and Rudder control: Auto
Sail and Raft behavior: Auto
Raft and Wind indicator: On

Advanced
You influence the rotation and position of the Sails and Rudders. The boat movement is based on the position and rotation of the Sails and Rudders.
Sail and Rudder control: Manual
Sail and Raft behavior: Manual
Raft and Wind indicator: On

Realistic
You influence the rotation and position of the Sails and Rudders. The boat movement is based on the position and rotation of the Sails and Rudders.
Sail and Rudder control: Manual
Sail and Raft behavior: Manual
Raft and Wind indicator: Off


Weather Mode

Beginner
The EtP Gods are on your side! Wind will always blow from the side, driving your boat forward.
The wind will never stop blowing, as long as your sails are up.
Upwind: Disabled
Calm Wind: Disabled

Advanced
The EtP Gods are testing you! Wind will always blow from the side, driving your boat forward.
The wind might stop blowing. This is called Calm Wind amongst Sailors.
Upwind: Disabled
Calm Wind: Enabled

Realistic
The EtP Gods are merciless! The actual weather will determine the wind blowing direction.
As in the real life of a Sailor, Calm Wind situations may occur.
Upwind: Enabled
Calm Wind: Enabled

We have also tidied up the sailing UI, to make the interaction more straight forward.




Keybinding improvements
In a game filled with nearly countless interactions and boundless possibilities, we're tackling the challenge of implementing a more player-friendlier keybinding system. We have added categorized keybindings in the settings menu. The first additions include three main interaction keys and dedicated keys for sailing. This is an ongoing process, and we're dedicated to providing a fully refined system to enhance your gaming experience, making it even more intuitive.

Dedicated Sailing Keys



Dedicated interaction Keys




UI scale options
You now have the possibility to scale certain UI elements. The default size is 100% and you can scale it up to 140%. This applies to screens like inventory, crafting page and similar.




HUD scale 100%



HUD scale 120%



HUD scale 140%




HUD customization
You can now customize how much of the HUD elements you want to see on the screen, to fully immerse yourselves in the game. You can find these settings on the settings page on the Graphic tab.

HUD Level Full
Shows all HUD elements




HUD Level Medium
Hides Food Diversity info.




HUD Level Low
Shows only Health, action keys and the aimed-at item popup.




HUD Level Off
Hides everything.




Deferred Features
Admitting our oversight, implementing three long-awaited features posed unforeseen challenges:
Ropes in blueprints
A reworked tutorial
A clean water pond on Hill Island

Despite initial setbacks, we're near completion and thrilled to unveil them early next year. Your patience is greatly appreciated!

Your input shapes the game, so don't hesitate to let us know how you feel.

We wanted to take a moment to extend our heartfelt thanks to each and every one of you. Your unwavering support, enthusiasm, and dedication to our game have made this journey truly extraordinary. We're grateful to have such an amazing community by our side.

-- Radu --


From the entire G4GT team I wish you a great rest of the day!

One last thing
We've added new 3D models for the Knife, Hammer and Axe.

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Tags:
     

    WarPlan Pacific

    Started by Asid

    Replies: 10
    Views: 4237
    Last post April 19, 2021, 11:31:26 PM
    by Asid
    War in the Pacific Admirals Edition

    Started by Asid

    Replies: 9
    Views: 14407
    Last post January 16, 2019, 01:42:53 PM
    by Asid
    ASL themed top trumps card game for PC windows XP Viista 7/8/10

    Started by gameleaper

    Replies: 1
    Views: 2827
    Last post November 26, 2017, 01:56:35 AM
    by Asid
    Victory At Sea Pacific

    Started by Asid

    Replies: 1
    Views: 3372
    Last post November 09, 2021, 11:59:06 PM
    by Asid
    SGS Pacific D-Day

    Started by Asid

    Replies: 0
    Views: 1925
    Last post April 26, 2022, 09:17:57 PM
    by Asid