Map

## SIZE

The map is generated randomly and procedurally, based on a seed number. The seed number is also generated randomly or can be manually entered by the player.

The map size is unlimited. The only size restriction (~5500 x 5500 km (3500 x 3500 miles)) is when the game is played in story mode (not implemented yet).

The dual map mechanics is one of the many factors that sets Escape the Pacific apart and makes it a pretty unique game. The local map can be navigated between islands using the compass. The player can use the compass to mark new islands on the map (triangulation method). For global cartography and for navigation between island clusters, the player must use a Sextant in combination with a Sundial. While the Sextant can be used both on land and while sailing, the Sundial works only on land. In future, we plan to make local navigation by using the sextant available based on the player’s Sextant skill.

The Sextant is a very complex tool when used in real life. In Escape the Pacific, using the Sextant is made simple and mathematical calculations are being performed in the background by the game engine. It’s still challenging to use it correctly in game, but hey, one day you will thank us for teaching you real life skills.

## GLOBAL NAVIGATION

Island clusters are being generated randomly, far away from each other. Sailing between clusters can take several days. It is truly an astonishing and calming feeling to spot the first island after days of fighting the elements out on a stormy ocean.

While sailing between clusters, the compass is of no use to the player because there are no reference points such as islands, for triangulation. The only use for the compass in this case is to keep track of the direction the player is heading to. Should the player get lost at sea, we recommend watching the behavior of Seagulls. In the morning, they fly from the closest cluster to the open sea to fetch food. In the evening, they return back to land to sleep.

Also, the weather system (wind, waves, underwater streams) is sneaky and can drift the raft in any direction without the player noticing it. For example, the player could be sailing towards the East (while looking at the compass), but the wind and the waves are pulling the raft (slowly but surely) also towards the South.

The global position on the Earth has two dimensions: Latitude (measured in the direction North/South) and Longitude (measured in the direction East/West). Each dimension has its unique measurement methodology which is implemented in the game mechanics. The playable area in story mode (not implemented yet) is represented by the dark blue squares in the image above (showing the pacific ocean).

## Islands

The game world consists of island clusters and the island clusters consist of islands. Each island cluster has between 15 – 20 islands. The exact number of islands in the cluster and their position are generated randomly.

Not implemented yet: The distance between islands in the cluster is determined by the difficulty chosen by the player and by the time flow constant selected when starting a new game. The distance is computed to have the turn time fall between 1-2 or 4-5 game hours.

Not implemented yet: The biome type of each island is dependent on the main biome type of the cluster in which the island is located. Small random biome deviations may occur, randomly.

## CLUSTERS

The distance between clusters is much bigger than the one between islands in the same cluster. The distance is calculated as shown above, with the turn time being around 2-3 or 4-5 in-game days. When sailing between island clusters, the ocean behavior will be rougher with bigger waves, stronger winds and scarier storms.