Seventh Crystal Of Theia (SCOT) is an epic adventure/puzzle game with action and a great storyline a la Uncharted/Tomb Raider, developed in Unity Pro by Roland Strålberg (programming), Chris Van Wijmeersch (2D/3D artist) and Julian Schuller (music composer).
'Celly, a young European woman, returns with her personnal aircraft to her folks' place, after a well deserved holiday at the Fillippines. Unfortunaly, her plane crashes somewhere in the Middle Eastern desert.
She gets attacked by some kinda mutants, and finds evidence of an evil organization, planning to take over the world, using some magic crystals to summon an evil Ancient God.
But, what's really frustrating Celly, is the fact that the evil organization uses the same mark as the tattoo on her shoulder...'
Hello to you all!
To begin with, a big apology from the entire Rimfrost team to you all.
We wanted to share information a lot sooner, but plenty of unexpected things held us back or slowed down the game development process. And, we didn't want to tell you guys any news that wasn't 100% confirmed yet.
For one, we had been searching for new members to join our team and help us to make 'Seventh Crystal Of Theia' even better than before, and speed up the creation time. We had like six or seven candidates that all seemed very interested at first, but soon most of them got very quiet and no more interested. It was really frustrating to communicate to people that didn't answer back.
Fortunally, we did find a new (and very talented) member, named Julian Schuller. He's a natural talented Music Composer, and a good friend! From Roland and myself: welcome once more in our team, Julian! ;-)
Julian has been doing music for other games aswell, and he does an excellent job at it!
One more thing to note: candidates should have a licensed Unity Pro version, and also the necessary (licensed) tools to do whatever you're skilled at.
Back to the game now. ;-)
After quite some frustration and 'problems', we decided to get rid of these 'problems' once and for all, and go for a complete first person view/gameplay for our game. No panic, we don't intend to turn this game into a first person shooter. The only thing that really changes, is the camera view. Instead of having a third person view, all is done in first person mode.
It really facilitates the entire development process, especially since we're a small team, and this game is not a small project.
Roland has been doing a great job so far, for which i want to thank him. We have been working a long time on this game already, and i know how frustrating things can get at times, but we're not quitters. :)
I'm working on character models and animations for them, plus cutscenes and more art. Our plan is to have an intro/trailer vid soon for you all.
We already have lots of cool (and working) things in our game:
- A complete weapon system, which includes weapon switching (mousewheel), bullet impacts, arm/weapon animations, ejecting bullet shells, muzzleflash, (automatic) ammunition reloading, sounds for impact/shooting/reloading, zoom in/out, weapon inventory, and more...
- Player damage handling, walk/run/jump/crouch/climb -functionnality, health and weapon pickup system, exploding items (and all the necessary fx that go with it), level interaction (open doors, activate items for puzzles, etc...)
- Compass system for next waypoint. Gameplay is half linear, half free roam. This means that the player can roam around freely in some areas, but in order to follow the story, he/she must follow the waypoints.
- Better visuals and cool things to discover during the exploration of the levels.
Next up will be A.I. and more cutscene creation, aswell as recording ingame trailers. Julian already got some great ideas for music, and we really look forward to hear what his talented mind and hands put together. :)
To finish, check out some of the latest screenies i took. Enjoy, and 'till next update! Stay tuned, and if you like this game, please share with all your friends. Thank you! :)