Welcome to the world of escAPE, a futuristic thriller combining the amazing power of Direct X11 and the Unreal Devolpment Kit to create a one of a kind single player experience. With a real time story management system and a style of play that incorporates all of the FPS style genre without the 'S', yes thats right, this game will contain no guns, well none that the player can control and Yes this may seem unfair or "boring" to some people but just because you can't shoot the enemy doesn't mean you can't have fun with them, :D. The environments in this game will change around the player creating a different playthrough everytime which makes it have near unlimited playablility, with ideas of DLC in the pipeline if certain things don't make it to the final cut (although a Directors Cut version would be more fun).
This game originally started out as a half life modification, you may remember ESCAPE: the unknown, and as the years went on and technology got better a big decision was made by myself to transfer everything into the UDK and to stop working with old tech, theres no way I could of created a game like escAPE on such an old engine even with it heavily modified, well now im back with a new name and a new artistic style and just like before I love feedback, please help me I want this game to be heavily influenced by the public (not saints row stupidness of course), that way IF it gets a title release into desura or steam etc.. then you guys can go I helped with that, names will be placed into the credits for any major game changing ideas.
"Well, here I go again on my own ..." haha, Keep in touch guys
This is what what went through my head halfway through escAPE: the unknown, a half life modification. I hate the old BSP format it has too many restrictions even half life 2 had really small levels full of detail just because it still used .bsp, well here I go again, nothing can be imported into the UDK so everything is from scratch, even textures that were created can't be used as they were only 16 bit and didnt have any UV channels or bump mapping. Model layouts have been brought over but the actual mesh's need huge adjustments and complete re-rendering.
All of this may be bad, but in my head its good, there was so many things in my notebooks and sketchpads that had to be cut or broken down just to fit into the Quake Engine but now ive had a full year to play with the UDK, making levels for Unreal Tournament and i decided to do the transfer, the original escAPE files are up for grabs incase someone wants to carry on the half life project but I doubt it. The original script for escAPE will be carried over but alot of it will be updated to reflect the new engine its going to be built on.
The major added bonus with it being built in the UDK is I can do a GNU release once its complete and make some money at the same time, whereas the half life engine is still closed source so I wouldn't be allowed to release it for sale due to licensing and copyright etc. This means that you the community have major influences on what I do with this game, I want this to be fun and enjoyable and yes I do listen to what the people want im not an a**ehole, with major engine changes and my OWN script this time the escAPE will happen for real and I want you to be a part of it, after all its nice to escAPE once in a while.