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Escape: Sierra Leone is an exploration and survival game created with the Cryengine 3. It's not quite like any other game out there right now, but it has some similarities. It's really quite simple, but don't mistake that for meaning easy. First off, it's an open world about 21 square kilometers in size which you are dropped in and told to find a way to survive and to escape. That's really it. You start with no weapons, no supplies, no idea of where to go. The gameplay and style are going to be based loosely off of the mod Escape: Paradise for Crysis 1, you can check that out HERE, if you wish.

The setting is in Sierra Leone, 1997, during the civil war. The main antagonists are the Revolutionary United Front, a notorious group rebelling against the government. You play on an island chain based loosely off of the real life "Banana Islands". The RUF have occupied these islands and are busy clearing the previous inhabitants out, recruiting who they can, and killing, maiming, or torturing those they can't.

You play as a civilian trying to escape the island. During the first segment of the game, you and a friend try to escape on a small plane. Trying to escape from the one airfield on the island, you manage to take off at the last second as RUF troops roll up, but gunfire damages the engine and causes the plane to go into an inevitable decline when the engine dies. Right there the player is given their first choice: try to leave the plane, or try to regain control for a crash landing. Your pilot could prove to be a valuable asset in your escape, but attempting a landing without power is risky, not to mention the lack of a runway. From there (assuming you survive), you are forced to make a series of choices that will eventually lead to you making your escape.

There are going to be at least three methods of escape, and a minimum of 12 different endings, influenced by choices you make throughout the game. Both of those numbers are likely to rise drastically as development progresses. The gameplay will be from a first-person perspective, there will be a basic inventory system and you can collect weapons, food, first aid, and other items as you play. Combat will be pretty realistic and very brutal. I'm hoping to have a wounding system with appropriate animations and sound effects for both NPCs and the PC.

More information will be posted as development progresses. If you have any comments, suggestions, questions, whatever, please shoot them my way, as long as you're constructive. Thank you for your time, and for reading through this,

Adam

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Post comment Comments  (0 - 10 of 37)
--Atlas--
--Atlas-- May 16 2013, 10:41am says:

This is perfect. I have seen and played a lot of your other survival-based mods and I can say this mod can reach the level of those other best seller games.

Anyway, in this mod, the player should feel like the protagonist. I'm sure you know how to make this a reality.

+1 vote     reply to comment
--Atlas--
--Atlas-- May 17 2013, 1:07pm replied:

game*

not mod. sorry.

+1 vote     reply to comment
Dr_Tomorrow
Dr_Tomorrow Apr 18 2013, 2:39pm says:

Y'know what I have been thinking about?
This might not really be my business but when you will be ready to upload and show more features footage, why don't you start the kick starter campaign again?

+1 vote     reply to comment
Slayer_2
Slayer_2 Apr 19 2013, 12:31am replied:

I've considered it, tied with a greenlight campaign it might be what this game needs to get some attention and a player base. If something like that happens, it'd probably be the early summer (June or July) timeframe.

+2 votes     reply to comment
natestross1052
natestross1052 Apr 5 2013, 9:44pm says:

What do you intend to finish first? Or at least what you are more concentrated about for right now?
Map, game mechanics, graphics?

0 votes     reply to comment
Slayer_2
Slayer_2 Apr 6 2013, 11:29am replied:

Right now the map is roughly laid out, still have to work on populating it with points of interest and more man-made structures, currently there is too much open jungle. I'm mostly working on getting usable items in game and working on the game mechanics (eating, drinking, sleeping, etc).

+1 vote     reply to comment
Dr_Tomorrow
Dr_Tomorrow Apr 5 2013, 9:42pm says:

Some questions I am curious about

How many firearms should we expect to see?

Will there be a variety of melee weapons?

What can you tell us about your plans for stealth mechanics?

Will you promote this to Greenlight campaign?

+1 vote     reply to comment
Slayer_2
Slayer_2 Apr 6 2013, 12:20pm replied:

Firearms will be pretty limited in variety, due to the gameplay not revolving around shooting. You won't see 30 different 5.56x45mm assault rifles or anything like other FPS games. For the alpha, there will probably be only two firearms. The M1911 pistol and the AK-47 assault rifle. For the beta, I hope to add the Mossberg 500 shotgun and Dragunov SVD sniper rifle, for some variety. For the GM release, I hope to also have the RPG-7 and Beretta M9 pistol. In total, there are only 6 weapons planned, with a possible two others in a free expansion or future updates (the FN FAL assault rifle and KORD heavy mounted machinegun).

For melee weapons, I'm hoping to have a machete, kitchen knife, combat knife, axe, and hammer. The machete might be the only melee weapon in the alpha, but hoping to have all those and possibly more in the final version. Melee weapons will be a very important item for hunting and survival more than combat.

Stealth will be pretty limited in the conventional FPS way. There are no suppressed weapons or stealth take-downs. However, enemies will suffer the same weaknesses real humans do, they will need to visit the outhouse and go to a nearby pond/river/pump to drink. They also need to sleep. A smart, patient player will use night and pick off individuals as they leave a camp to take care of business. An impatient player will attack during the day guns blazing. Gunfire will put all enemies in the area on high alert and your odds of winning a shootout against multiple people is very low, one shot kills most of the time.

I'm hoping to have it on Greenlight and hopefully sell alpha and beta versions at a discounted price to get feedback during development and support the game financially, as I need to pay my team.

+1 vote     reply to comment
natestross1052
natestross1052 Apr 10 2013, 1:22am replied:

So, you say that you are making your AI non scripted? Or they will have a spawn at a very certain area but they still will need to drink, eat, sleep etc?

Also since there aren't any silenced weapons or takedowns, will you be able to sneak around or lose line of sight in jungles or bushes?

+1 vote     reply to comment
Slayer_2
Slayer_2 Apr 10 2013, 9:15pm replied:

AI will stay in a certain area, usually. There will be some patrolling AI in the jungles, probably, but most will stay in camps or captured villages.

Yeah, sneaking around will be a lot of the game, since fighting is more or less discouraged.

+1 vote     reply to comment
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Escape: Sierra Leone
Platform
Windows
Developed By
Slayer_2
Engine
CryENGINE 3
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Release Date
Coming Aug 2013
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Style
Genre
Adventure
Theme
Realism
Players
Single Player
Project
Indie
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797 of 9,330
Last Update
6 days ago
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