My name is Chris, and together with my team partner and really good friend Roland (rstralberg), we are working on Seventh Crystal Of Theia (SCOT), an adventure/puzzle/action game similar to Tomb Raider and Uncharted.
The story:
‘Celly, a young European woman, adventureous and a martial arts teacher…flies off to her parents…who live in South America…but, she never arrives at her folks’ place…her plane crashes…in the jungle…by accident, she thinks… She gets attacked by mutated humans, and finds evidence of an evil organization, planning to take over the world, using some ancient magic crystals, scattered all over the world… But, what’s really frustrating Celly, is the fact that the evil organization uses the same mark as the tattoo on her shoulder…’
Game Features:
Gameplay:
3D adventure/puzzle/action, similar to Tomb Raider and Uncharted type of games.
Enemy fighting: kill savage mutated humans and ‘normal’ humans, using martial arts, pistol and riffle.
Use straightforward action, or use a more stealthy approach to kill enemies.
‘Self-aware’ inventory system. Found items will activate/trigger ingame events automatically when player gets within close distance of the appropriate trigger.
Graphics:
High-end quality shaders: bloom, antialiasing, godrays, camera motion blur, screen overlay, and more.
Usage of diffuse/bump/spec and parallax shading.
High quality textures, detailed models.
Cool particle effects used for magic spells, dust, fog, mist, rain, etc…
Beautiful environments to explore.
Option to set quality of graphics.
Complete day/night system (Unistorm), including weather changes for a more realistic and varied gameplay.
Storyline:
Fantastical story about a young female that ‘accidently’ stumbles upon an evil organization wanting to take over the world using ancient magic crystals.
Ingame cutscenes unveiling bits of the story.
Music/sound:
Event based, quality rich music for a wonderfull game experience.
A variety of music genres to match the ingame events (orchestral, ambient, horror/dystopic, electronic, etc…)
High quality 3D sounds.
Using FL Studio, Audacity and other software, and also our own instruments (guitar, keyboard).
Professionnaly recorded voice acting.
Our team currently is:
Roland:
Outstanding Code King (C, C#, Java, etc…), 3D modeling, musician (guitar).
Chris:
2D and 3D Art King, basic programming, musician and sound composer.
We also had some incredible news a few months ago. Reallusion, a leader in the development of 3D cinematic animation and 2D cartoon softwares for consumers, students and professionals, and creator of iClone, is supporting our game!
Plus, we have been in the top ten of most popular games on IndieDB for a few days!! Thanks for all the support!
@meta87:
Thanks! We are doing our very best to make the environment in SCOT as appealing as possible. The worlds will be fantasy like, but still realistic, to keep the player interested to see more.
@stridervan:
That’s a nice comment, thanks!
We want some realism in our game, but also give the world a fairytale, fantasy like look.
Thanks for the great comments, everyone! :)!
More sweetness will come…soon! Roland and me are working hard to get the first level, called ‘Valley of Darkness’ in a more finished state, and create a webplayer version for you all to check out.
Meanwhile, we will post new screens as we advance and progress, and keep you all informed on new things.
We’ve added a first enemy that will wander around in ‘Valley of Darkness’, and we are also working on a health and stamina system.
Stay tuned!
Thought I’d share some new ingame footage and keep you all informed about the latest progress.
The progress on designing our first level ‘Valley of Darkness’ is going really good. More details are being added constantly, and the level is getting more refined day by day.
Roland is working really hard to implement the awesome KGFCamera system, and we also started on the implementation of a basic health system for SCOT.
I added some new assets and also a few cool effects to the level.
Wanted to keep you informed on the latest progress.
Since a few weeks, we no longer use Unity Pro, but we intend to buy it soon.
So, there’s no shader effects in the rendered images.
There has been a bunch of changes/additions which we would like to share with you.
Here are a few of them:
Health system works now (picking up hearts), including health face changing depending on amount of health remaining;
Changed HUD images, and added Inventory option (pressing I key):
Added new models to the level (old buildings, ruins, trees, campfire, rocks, wooden fence, vases, enemies, swords, etc…);
Altered terrain, painted more vegetation, added new terrain textures, tweaked environment (fog, sunflare, etc…);
New sounds added, changed particle effects for pickup hearts, created new particle effects;
Optimized models, created LOD versions, polished some assets here and there;
We also added an animal to the level…a horse. This is not just a regular horse, but a special ‘Magical’ horse called Storm, sent by Goddess of Light Theia, to help Celly in her journey.
Changed the look of the water…
Roland is working on creating new animations, and also tweaking the current ones wherever needed.
Next fase will be to work more on the puzzles, new models, gameplay, inventory and staminabar system.
Comments and suggestions are always welcome. Also, if there are any questions you’d like to ask us, don’t hesitate.
Really nice to hear your comment, Khyrid! And, sorry for the late reply.
The gameplay will be a mixture of solving puzzles, fighting enemies, and some form of skill.
At the moment, we are adding the basic pieces to construct the gameplay for the puzzles, and enemy fighting. Also getting the staminabar working, and the Inventory interaction.
Another important thing in games, is sound. So, that’s also on the agenda now.
Check soon for more updates. Hopefully a vid or even a playable web player version.
Very solid work so far! Without a doubt I am going to be keeping my eye on this thread. Only crit. I would give right now would be the bar at the bottom of the screen, in my opinion it is quite large and obtrusive, I might suggest scaling it down by half it’s current size?