Seventh Crystal Of Theia (SCOT) is an adventure/puzzle game with action and a great storyline a la Uncharted/Tomb Raider/Deadfall Adventures, developed in Unreal Engine 4 by Chris Van Wijmeersch (2D/3D artist/project manager/level design/programming/musician), Roland Strålberg (lead programmer) and Julian Schuller (music composer).
THE BACKGROUND STORY:
...Alissa Hunt, treasure huntress by occupation, gets an emergency call from her best friend, and Mentor Paul Groitz, who was investigating an old myth regarding the Seven Crystals of Theia, scattered around the globe.
According to the ancient myth, these crystals contain great powers that could make the human knowledge evolve by a factor of thousand.
Paul Groitz was onto something, but he's not the only one it seems.
Can Alissa rescue her best friend Paul? Can she discover the truth behind the legend of the Seven Crystals? Who are the bad guys and can Alissa prevent them from taking the Crystals for their evil plans?
There's only one way to find out...
Sound and Music:
I'm back with another update to tell and show you what's going on with my game project. So, read on. ;)
Previously, the game was developed in Unity 5 Pro, but recently, the guys at Unity thought it was necessary to change their license and go the subscription route. Perhaps some might like subscription licenses, but I personnaly hate subscription licenses.
For that reason, I have decided to no longer use Unity for my game project. I tried out a few other engines to determine which one would be best suited, and came to the conclusion that Unreal Engine 4 is the best choice. Unreal Engine 4 is a very powerful and fully featured game engine, while still being easy to use.
In fact, changing to UE4 has improved the quality of my game a lot, as you can see in the latest screenshots I took. Not only are the visuals AAA quality, the engine has a very powerful and easy blueprint system, not to mention the awesome material editor and all the other cool features the engine has to offer. :)
Furthermore, the art pipeline from 3DCoat to Unreal engine is flawless, and saves me quite a bit of time to get my 3D art inside the engine without too much fuss.
Converting the game to UE4 took some time, but without too much trouble.
The game has a third person camera mode, but also a shoulder camera and a first person camera mode to which you can switch to.
There's also a weapon system integrated (bow, pistol, machinegun), a basic inventory system, ledge/wall/ceiling climbing, a footstep sound system, options for changing all kinds of graphics settings (screen resolution, texture quality, view distance, bloom, anti-aliasing quality, and more...).
Soon, I will upload a small 'demo-' level on Dropbox or perhaps here. This demo level should give you an idea of how the first level will look. Also, this demo level will have no gameplay in it, but it will have some gameplay features integrated (bow shooting, wall/ledge climbing, etc...
To finish this post, here are a bunch of screenshots for you to enjoy!
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