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Geek Culture / Seventh Crystal Of Theia - Developed by 'Pix On Screen' in Unreal Engine 4.

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The Slayer
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Posted: 4th Aug 2015 03:50 Edited at: 26th Jul 2017 13:12
'Seventh Crystal Of Theia' (SCOT) is a Fantastical adventure/puzzle game with action and a great storyline a la Uncharted/Tomb Raider, developed in Unreal Engine 4 by Chris Van Wijmeersch (2D/3D artist/project manager/level design/programming/musician) and Julian Schuller (music composer).

Crystals Of Theia on IndieDB

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?


Game Features:

Gameplay:

Gameplay:

- First person 3D adventure/puzzle, a la Indiana Jones...
- Solve easy to challenging puzzles: logic puzzles, realtime physics puzzles, trigger puzzles, etc...
- Investigate and search for items that will help you to solve the puzzles or keep you alive,
- Basic survival aspects,
- Enemies will never be at the same location, and will wander randomly each time.
- Some puzzles will be solveable in multiple ways, thus increasing the replay value.
- Enemy fighting: kill a variety of creatures and bad guys.
- 'Self-aware' inventory system. Found items will activate/trigger ingame events automatically when player gets within close distance of the appropriate trigger.

Graphics:

- Powered by Unreal Engine 4. a professionnal game engine that is both powerfull and easy to use,
- Advanced DirectX 11 & 12 rendering features such as full-scene HDR reflections, thousands of dynamic lights per scene, artist-programmable tessellation and displacement, IES lighting profiles and much more.
- Physically Based Shading to achieve ultra-realistic materials,
- High quality textures, detailed models,
- Cool particle effects used for bullet impacts, dust, fog, mist and more.

Sound and Music:

- High quality and atmospheric music composed by our very talented music composer Julian Schuller,
- Unreal's powerfull audio system allows for high quality immersive audio mixing,
- Realistic sounds used to enhance the gaming experience.
- Professional voice acting by talented artists.

Storyline:

- Ingame cutscenes unveiling bits of the story.







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The Slayer
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Posted: 4th Aug 2015 03:51
[Reserved]

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Dar13
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Posted: 6th Aug 2015 18:45
Sounds good, any screenshots or videos of the game? I know there were some in the other thread but might as well put new ones in this one.

The Slayer
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Posted: 6th Aug 2015 19:48 Edited at: 4th Aug 2016 12:33
Quote: "Sounds good, any screenshots or videos of the game? I know there were some in the other thread but might as well put new ones in this one."

Thanks! Yeah, no recent screenshots or vid yet. There's still the old vid HERE, but things have been changed dramatically and improved a lot more.



I'm working on some new screenshots as fast as possible. Will also update the thread on IndieDB when i have new screens to show. I plan also on doing regular vids on the progress.

But so far things are shaping up nicely. The main character controller has some cool abilities already (climbing, fighting with sword, interaction with the world like pulling switches, pipe climbing, inventory, health system, fall damage, ledge walking, and more...).

The environment now looks really great (much better than what we had in that old vid), the character model is looking awesome, and the models are of a very high quality.

Also, the main character is a female again and the game is back in it's original state, meaning...an adventure/puzzle/action game a la Tomb Raider/Uncharted/Deadfall Adventures.
No more changes from now on...only progress.

Cheers

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The Slayer
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Posted: 24th Aug 2015 01:47 Edited at: 21st Feb 2016 16:06
Here's the latest news on my game 'Seventh Crystal Of Theia'.

To begin with, i'm on my own now. Roland (whom i started this game project with) left the 'team'. Yeps, not very pleasant, but that's no reason at all for me to stop, right?
He appearantly wants to do his own thing at his own pace. And, i respect his decission.

There was also a team merge going on a few months ago, which would have increased the number of members up to seven, but that also didn't work out as hoped.

So, all of this made me make some necessary decissions and go back to Unity 5 Pro again, and not Unreal Engine 4. Unreal Engine 4 is undoubtedly a great engine, but Unity 5 is more suited for this project and also myself.

I have also decided to go back to the roots of what SCOT was at the beginning stages, which means: an adventure/puzzle/action game a la Indiana Jones. And, YES...the main character is a female again!

So far, i'm having really excellent results in Unity 5 Pro, using advanced PBR shaders for both assets, characters and terrain. There's also a full day/night system implemented, with weather fx.

The character can already do various actions (climbing, fighting with sword, interaction with the world like pulling switches, pipe climbing, ledge walking, inventory, health system, fall damage, ledge walking, and more...).

And, the 3D Coat/Zbrush to Unity art workflow gives me excellent results.

So, in a nutshell...'Seventh Crystal Of Theia' is back, and better than ever!

I will try to update as soon and as much as possible, with news, screenshots and whenever possible vids. For now, you'll have to settle with a few screens, though.

Please, do not hesitate to comment!

'Till later,

Chris









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The Slayer
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Posted: 26th Aug 2015 17:53 Edited at: 26th Aug 2015 17:54
Anyone? No one?

Would be great to get some feedback and comments or suggestions.

Anyways, latest news i have to share is that i got some great news yesterday. This female voice actrice contacted me. Gave me a sound demo of her voice acting capabilities and i was pleasantly surprised. Her voice fits the main character in SCOT perfectly.

So, after a bit of a chat with her, she offered to do the voice act recordings for the trailer...free of charge! We all like free things, right?

Furthermore, i'm now working on animations for the main character, making new animations or modifying existing ones. Progress is going good so far.

Oh, and 'Seventh Crystal Of Theia' was in the top 100 on IndieDB during the last few days!

Cheers!

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Ortu
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Posted: 26th Aug 2015 20:48
it's a good use of lighting in the snow shots, and awesome news about getting a voice actor, otherwise you haven't given us much new to comment on. :p

budokaiman
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Posted: 26th Aug 2015 22:51
Excellent news, the screens are a bit dark to see well on mobile, but otherwise look good. Looking forward to the trailer.

"Giraffe is soft, Gorilla is hard." - Phaelax
The Slayer
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Posted: 27th Aug 2015 16:47
Quote: "it's a good use of lighting in the snow shots, and awesome news about getting a voice actor, otherwise you haven't given us much new to comment on. :p"

All screens you see here, are new though.
I see this thread as a new start for my game project, and getting comments or feedback can give me an idea of what the audience likes or dislikes about it.
I'm pleased you like the lighting settings. Lighting is very important in a game, and in the first levels (from which the screenshots were taken) the daytime is night. It's not easy to have good lighting in nightly scenes.

Quote: "Excellent news, the screens are a bit dark to see well on mobile, but otherwise look good. Looking forward to the trailer."

Thanks, bud! Are the images that dark to see on mobile? I haven't checked that yet.

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Ortu
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Posted: 27th Aug 2015 17:11
they read OK on iPhone, though the character is more of a black silhouette in 3 of them.

you might play around with a weak but constant fill light pointed into the scene from the camera. it is not as realistic, but may help with the overall appearance. works for movies right?

The Slayer
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Posted: 27th Aug 2015 18:32
Quote: "you might play around with a weak but constant fill light pointed into the scene from the camera. it is not as realistic, but may help with the overall appearance. works for movies right?"

Yeps, i could give that a try.

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Crazy Programmer
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Posted: 7th Sep 2015 02:28
Sweet stuff man! Im going to keep my eye on this. Unity Projects have always interested me

http://crazyprogrammerproductions.webs.com/
The Slayer
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Posted: 7th Sep 2015 15:36
Quote: "Sweet stuff man! Im going to keep my eye on this. Unity Projects have always interested me "

Thanks man, i hope you do!
Will update very soon in fact. Been working on some magic spells for Alissa, the main character, and i might do a small vid on that plus new screens and news on the progress so far.

Cheers!

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Jeku
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Posted: 25th Sep 2015 04:17
Out of curiosity, why did you make a new thread?

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The Slayer
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Posted: 25th Sep 2015 07:13 Edited at: 25th Sep 2015 07:15
Quote: "Out of curiosity, why did you make a new thread?"

Well, i explained most of it in the previous thread, but not in detail.
Basically, Roland (whom i started this game with) left the team (he has other plans and wants to do things on his own), which means i'm on my own now doing this game.
Therefore i changed the name of the company (it was called Rimfrost Software before, and that was a name Roland bought). Furthermore, i decided to change the storyline and settings and gameplay back to how the game was at the start when me and Roland were developing the game in Unity. When Roland left, the game was being made in Unreal engine, but i decided (after he left) to use Unity again.
So, to prevent confusion and have a fresh start for my game, i thought it would be better to start a new thread. I even started a thread a while back to ask a Mod here what would be better...a new thread, or change everything that's no longer valid in the old thread.

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Seditious
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Posted: 8th Oct 2015 07:52
Quote: "Therefore i changed the name of the company"


Yikes, how much did that cost?
The Slayer
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Posted: 24th Oct 2015 17:45
Quote: "Yikes, how much did that cost?"

Not much, actually.
When we (Roland and me) started SCOT, Roland had already bought a domain name for Rimfrost Software. So, when Roland left, i just thought of a new name to be used as my company name. Buying a domain name isn't that costly.
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JLMoondog
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Posted: 25th Oct 2015 01:31
I think he meant the legal fees to change the literal company name? If you're registered with the state, not sure where you're from or if it's the same like here in the states.
The Slayer
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Posted: 13th Jan 2016 04:57
Just letting you all know that i'm still here and working on SCOT! Also, i'd like to announce excellent news! Roland...is back!
Yeps, you read correctly. My former colleague which whom i started SCOT with, has offered me his help again! He's now a retired man, with lots of free time on his hands.

That means we're back a team now (instead of me alone). I'll update asap with some new screens and other info you all should know. Stay tuned!
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Crazy Programmer
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Posted: 13th Jan 2016 12:58
That's good news

Sign up for NaGaCreMo!
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Posted: 16th Jan 2016 09:49
Neat! Nice to hear that you are still on it!
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The Slayer
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Posted: 16th Jan 2016 17:20
Thanks for the support and kind words, guys!

Feels good to have our team back.
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budokaiman
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Posted: 16th Jan 2016 22:03
Since Roland's back does that mean you'll still be working in Unity?
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The Slayer
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Posted: 17th Jan 2016 16:50
Quote: "Since Roland's back does that mean you'll still be working in Unity?"

Yeps. We're using Unity again for SCOT.
Before Roland came back, i was working on a modified version of SCOT in Unreal engine. Actually, SCOT was frozen, and i started working on this modified version, similar to SCOT.

After some talk with Roland, we decided it would be best to use Unity again for SCOT, because of our experience with the engine, etc...

I love both engines, and both have their pros and cons. The end result is what matters to me, and both engines are good enough to achieve that result, so i'm happy.

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The Slayer
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Posted: 18th Jan 2016 01:48
Here's a screenie i took an hour ago of a scene in progress for SCOT. Very happy with the results so far!
Unity is getting better and better, as you can see.

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The Slayer
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Posted: 21st Feb 2016 16:30 Edited at: 21st Feb 2016 16:30
>>> SEVENTH CRYSTAL OF THEIA on IndieDB <<< click the link and follow us on IndieDB!

Hello!

We're back with another cool and fresh update, so read on...!

Btw, SCOT was ranked 35th place (out of 32700 games) on IndieDB yesterday!

There has been several months now, and during those months, very good things happened for our team and game!

Roland, who left the team a bit before the previous update, has joined us again! That's just wonderfull news, don't you agree? He has a looot more free time on his hands now, and offers his programming help to get SCOT finished!
This means...we're back three members. Ready to kick some ass!

There's more good news: this young and very nice lady named Katabelle offered me her professional voice acting talent to do the voices for Alissa, the main female character, aswell as any other female personnages that might show up in the game.
And, i also got a few emails from male voice actors that are interested in the game.
I'm just not sure yet which actor to pick right now.

Regarding the game, i did quite a few improvements to the overall graphics (as you can see in the latest screenshots) and gameplay.
Currently i'm working on some enemy A.I. for a wolf and a bear, and also the animations for both animals. They will roam freely around and attack you on sight.
I already have the bear chase me, he can smell me, go back to his 'home' when he doesn't see me anymore, he can damage and kill the player, all animated.

Furthermore, the game will have some survival aspects, but not to the extreme.
This will give the game a degree of difficulty, and a sense of real life, without going for ultimate realism.

Another idea i am playing with, is giving the player a couple of possible solutions for some of the puzzles (wherever possible) in 'Seven Crystal Of Theia'.
This way the player can replay the game multiple times and solve these obstacles in a different way.

The art workflow (from 3D program to Unity) is going excellent, btw. 3D Coat and Lightwave 3D (which are some of the programs i use) work perfectly together with the PBR shaders in Unity, really adding a great deal of artistic realism, giving me great results and potential to make the visuals pop out.

To finish this update, some great screens to whet your appetite! Enjoy and 'till next update!











Kindest regards,

Pix On Screen
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Kevin Picone
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Posted: 21st Feb 2016 19:16
It looks nice... But.. please make sure you get some trusted 3rd parties (preferably not friends and family) involved in play testing as it grows. (2 cents worth of obvious advice)

The Slayer
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Posted: 21st Feb 2016 21:34
Quote: "It looks nice... But.. please make sure you get some trusted 3rd parties (preferably not friends and family) involved in play testing as it grows. (2 cents worth of obvious advice)"

Thanks, Kevin! Play testing is indeed essential, for bug and performance testing purposes, aswell as for getting a good idea what the player likes or dislikes, and to find out where or what to improve on, etc...
The game is not yet ready for that stage of development, though. Optimization at an early stage is the root of all evil.

Whenever we change something in the game, we test ourselves thorougly in the editor, and as long as no errors occur, we keep going. Performance optimizations are something we keep for later during the development cycle.

Cheers!
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Yodaman Jer
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Posted: 22nd Feb 2016 01:03
Looking good!

I am just wondering why you switched back to Unity over Unreal. Not to say I don't think Unity is excellent (it totally is), but I'm just curious as to why. For no other reason than me being nosy
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The Slayer
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Posted: 22nd Feb 2016 01:36 Edited at: 22nd Feb 2016 01:38
Quote: "Looking good!
"

We appreciate the great comment, Yodaman Jer! May the force be with you!

Quote: "I am just wondering why you switched back to Unity over Unreal. Not to say I don't think Unity is excellent (it totally is), but I'm just curious as to why. For no other reason than me being nosy "

Not a problem! You're not being nosy at all, we welcome questions and/or suggestions.

One of the main reasons for switching back over to Unity is the fact that both me and Roland have more experience in Unity. We've been using it for quite some time now, and we love the workflow and ease of use of the editor.
Unreal is undoubtedly a great engine, capable of great games, but so is Unity. Unreal is more complete i'd say, but there's also more to learn.

I have used many engines the last few years. Unity, Unreal, Cryengine, Leadwerks, and also a couple of the less known ones. They all have their pros and cons. Cryengine is still one of my favorites, though. I will probably try out Lumberyard, after SCOT is finished, of course.

One of the other great things with Unity is the simple fact that Unity supports one of the largest amounts of formats. I use 3DCoat, Lightwave 3D (plus many other tools) and for both there's support to get your 3DCoat scenes or Lightwave scenes imported directly into the engine.
Very usefull if you ask me. Changing something in a 3DCoat scene or Lightwave scene, gets automatically updated in Unity. There are many 3D program formats that have some kind of support, including Max, Maya, Blender, Cinema4D, Modo, Lightwave & Cheetah3D files, e.g. .MAX, .MB, .MA etc.

And another thing i really like about Unity, is the great PBR results i'm getting using 3DCoat, Substance Designer and Lightwave 3D.
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Yodaman Jer
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Posted: 22nd Feb 2016 03:30
All excellent points.

Keep up the good work! I can't wait to play this when it's finished
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The Slayer
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Posted: 26th Mar 2016 23:17
Quote: "Keep up the good work! I can't wait to play this when it's finished "

Thanks, Yoda!

Small update for you all. Been working on the bad guy for 'Seventh Crystal...', and wanted to show the WIP of Durok! No textures used yet here. This is all PBR shaders in 3D Coat.
What do you guys think ?



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The Slayer
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Posted: 9th Jun 2016 15:32
Bumping this thread so that it doesn't become locked.

WIll update ASAP.
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The Slayer
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Posted: 13th Jun 2016 04:30
Hey all!

Back with a small update, but not a very good one this time.

Was browsing the Unity forums a couple of days ago, and bumped into THIS thread!
I was totally baffled, shocked, angry, dissapointed and felt a bunch more of such unpleasant feelings when i read that blogpost!

Having bought the Pro version a few years ago at $1500 and then payed $750 for the upgrade from 4.x to Unity 5.0 was not that bad, because i 'owned' the engine and had free updates and a few other advantages, such as 'Level 11', etc...
Now, they are changing their license policy and go the Autodesk route...YES...that means subscription! Geeeeeeez !

Besides the fact that i hate subscription licenses, the thing that bothers me the most is the fact that they now want DOUBLE the amount for same engine features!! Pro subscription would cost me $125 * 24 = $3000! Are they insane or what???

Choosing 'Plus' or 'Free' would be a downgrade for me, and it would cost me even more than what i payed for the upgrade from 4.x to 5.0!!

This affects my game in a big way! I don't want to pay that amount for an engine that has less features than some other AAA game engines that are either free or cheaper.

Unity was my first choice and i liked working with it, but now...after this...nooooo way!! I'm not stupid!

I'm already looking for another engine to make SCOT. There's Unreal Engine 4, Cryengine, Lumber Yard, Xenko, Godot, S2 Engine and a few others i haven't discovered yet.
As it stands now, Unreal Engine seems to be best suited for my game/skills. But, i am testing these other engines as well.

I will keep you guys informed of which engine i'll choose in the end.



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The Slayer
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Posted: 3rd Aug 2016 14:26
Greetings everyone!

I have finally decided (actually, the decision was made a few months ago) to pick Unreal Engine 4 for my game project! In fact, it was the best decision I could ever make !
Unreal Engine 4 has everything I could possibly need for my game project(s), and it's a real joy to work with the blueprint system, material editor, and everything else.

Soon, I am going to update this thread, but I need the help of a MOD first, lol!

So, if there's a MOD reading this, could you please change this thread to 'Seventh Crystal Of Theia - Developed by 'Pix On Screen' in Unreal Engine 4'? Thank you, you're awesome!

I know this will sound crazy, because if you've followed the progress of my game, you'll know that there has been quite a few engine changes during the development, but this wouldn't have been necessary if Unity hadn't changed their license.
On the other hand, perhaps it was meant to be, who knows.

Keep an eye on this thread!

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Van B
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Posted: 3rd Aug 2016 18:33
Makes perfect sense to switch to Unreal IMO... I'd pick UE or Cryengine over Unity any day. Cryengine is probably best for big expansive terrains, but has a fairly torturous workflow - not ideal for small teams, well, less ideal than other engines let's say - I don't think any of the big engines really lend themselves to soloists or small groups... least of all when they start expensive subscription programs. At least Cryengine is only $5/month for the full thing - $125 seems rediculous.
The code is dark and full of errors
The Slayer
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Posted: 3rd Aug 2016 18:48
Quote: "I'd pick UE or Cryengine over Unity any day."

Yeah, I totally agree on that. When we first started this project, Unity seemed like the best choice back then, especially because Unreal wasn't free at that time, same for Cryengine (there was a free version, but not for commercial use).

Quote: "Cryengine is probably best for big expansive terrains, but has a fairly torturous workflow"

Cryengine would probably be my first choice, if it wouldn't be for the fact that you need 3ds max or maya, Photoshop and other (expensive) programs to properly work with the engine (art pipeline workflow). It is possible to use blender, but the workflow isn't flawless and not user friendly. Cryengine has the best ocean water I've ever seen in an engine, and the other tools are top notch as well. For me personnaly, Unreal has it all (excellent art pipeline, tons of AAA features, great blueprint system, superb material editor, etc...).

Quote: "At least Cryengine is only $5/month for the full thing - $125 seems rediculous."

Yeah, it's rediculous. Especially that the engine lacks features that other engines have for less money. You need to buy addons to replace features that are already included in other engines.
Also, Cryengine can be used for free now.

Btw, thanks for changing the title, Van B! You're awesome!
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The Slayer
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Posted: 4th Aug 2016 13:08
Greetings everyone!

I'm back with another update to tell and show you what's going on with my game project. So, read on.

First of all, my game is on 27th place out of 36345 games on IndieDB! Just awesome!! Thanks to all those who made that possible!

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.
And, also very important...Unreal Engine 4 is FREE!

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. Using different engines (even if it's just for fun) really helps to get to know them, and it helped me a lot in converting my game over to UE4.

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...).
In draw mode, the cam automatically switches to a view that's best suited for the chosen weapon. For example, when using the bow, the cam will be at shoulder height.

Soon, I will upload a small 'demo-' level on Dropbox.
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! Btw, more screens can be seen on the first post.

And, I REALLY hope to get some comments now!









Cheers!
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Ortu
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Posted: 5th Aug 2016 19:17
Environments look fantastic!

Character face has a bit of uncanny valley going on though, mostly in the lighting of the eyes I think. Skin seems a bit too shiny/plastic as well. Good facial materials are difficult to get natural, but keep it up!


A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
Van B
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Posted: 5th Aug 2016 20:20
Looks awesome, very professional.
The code is dark and full of errors
The Slayer
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Posted: 5th Aug 2016 23:34
Quote: "Environments look fantastic!"
Quote: "Looks awesome, very professional."

Really appreciate the great comments, guys! Thanks!

Quote: "Character face has a bit of uncanny valley going on though, mostly in the lighting of the eyes I think. Skin seems a bit too shiny/plastic as well. Good facial materials are difficult to get natural, but keep it up!"

Tried to mimic real skin as much as possible. Created a subsurface material for body and head skin, and also for hair and eyes. The nose part is probably a bit too shiny.
If you look at people's skin, you can often see a bit of shine on nose, around the eyes, forehead, etc. I guess I overdid it a bit too much on her nose.

Cheers!

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The Slayer
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Posted: 23rd Sep 2016 18:03
Update coming soon! Stay tuned! Quite a few things to tell and show you guys!
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The Slayer
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Posted: 25th Nov 2016 15:43
Bumping this thread to make sure it doesn't get locked.

Update will come soon...just need the time for it, lol!
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damothegreat
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Posted: 25th Nov 2016 16:59
Wow - a Tomb Raider re-visited

Loved the first few tomb raiders with puzzle heaven

Keep up the good work

Damo
Using Tier 1 AppGameKit V2
Started coding with AMOS
Anything is possible if put mind to it
The Slayer
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Posted: 23rd Dec 2016 23:44
Thank you Sir! Soon I will update this thread. Plenty of things to tell and show! Stay tuned!
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The Slayer
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Posted: 22nd Jan 2017 22:09
Hey all! Here's a very small update! Just wanted to show a couple of very recent screens of one of the levels for my game!
I've been working on a cabin model, new textures, spline river creation, and a few props for this level.
A more detailed update will come asap. Lots of things to talk about and show, but for now...enjoy these two new screens! Oh, and don't forget to comment!



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Stab in the Dark software
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Posted: 26th Jan 2017 16:46
Give Us a Video
The coffee is lovely dark and deep,and I have code to write before I sleep.
The Slayer
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Posted: 26th Jan 2017 17:23
Quote: "Give Us a Video"

Yes, a video is planned asap. And, also a trailer !
A demo level is also planned, but first things first. Stay tuned for more!
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Ortu
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Posted: 26th Jan 2017 19:15
To be honest there is not much of substance to comment on in these new shots: the character has been seen and commented previously, the lighting and environment are pretty standard fare for UE4, the house is new, but too distant and shadowed to say much about it's design in these shots.

Would love to see more gameplay and storyline, more characters. keep going
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
The Slayer
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Posted: 27th Jan 2017 05:05
Quote: "the house is new"

The river is also new, she wears new clothing, the smaller rocks are also new, the interior of the house is also new, lol...the weapon is new, the character has better materials (skin, hair)... plenty of new stuff to comment on !

Quote: "Would love to see more gameplay and storyline, more characters. keep going "

I know what you mean though...these two screens show only a small portion of what has been added since last update. I haven't found the time yet (having too much fun adding stuff, lol) to do a big update, but that will come soon.
Can't reveal too much of the storyline either, because I don't want to spoil and give away everything before the game is played. You'll have to find out the whole story yourself once the game is finished and published, I'm afraid. It's like a movie...you don't want to know the entire story before watching the film, right?

Cheers!
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