For all of you who celebrate this Sunday in any way, shape or form: HAPPY EASTER friends in all parts of the world! We have a looong list of presents of new cool stuff and some surprises for ourselves.
We put together a scenery to make some nicer screenshots.
Julian coded a new shader that takes 5 textures: seamless diffuse, seamless ambient occlusion and its normal map and additionally 1 AO with integrated highlights and its normal map per specific rock model (not seamless).
The new shader was requested by Ruben who created new rocks that looks so much better again than what we had.
Ruben did an animation for absorbing magical elements such as fire or wind - doesn't look right yet.
Ruben did an animation for running sideways.
Aaron did an animation for the fire burst spell - we're quite happy with this one, only minor tweaking needed.
Daniel created new sand particle textures for when rocks hit the sand.
Julian implemented the new dust cloud effect with Daniel's texture.
There's something special going on with canyon walls. You can point your telekinesis at huge rocks. But you're not powerful enough to lift them in any way. Instead, ...
LOOK what the Easter Bunny brought us! THANKS BERND! And HAPPY EASTER everybody.
Take care and watch out for April Fool's jokes tomorrow!
We now have a backwards running animation. Backwards strafing is still silly looking.
After trying to fix it we got a funny animation bug. Animations would re-trigger constantly, resulting in the world's fastest one legged sprinter. It's worth a look.
There's a relaxed idle animation but now the character can switch to an aggressive idle animation when a fight begins.
There's a new character variation. He's got hair now.
Grim facial expression so the char doesn't smile when fighting enemies.
New terraforming up and down visual effect. It conveys the upwards/downwards movement better.
New visual indicator when absorbing fire or wind elements (the fire fairies are gone now).
Sarahul with armor work now, too. No more ridiculous forward leaning.
When enemies die, they don't just disappear, but disintegrate in a sandy fashion.
Kickstarter was pushed back to 24th April (if it works out this time)...
We got some pretty amazing Kickstarter reward illustrations back from our new illustrator. We love them, and they look good on our Kickstarter test page (you'll have to wait to see these).
Another outtake from our Kickstarter in-game shooting. In one game situation, Daniel managed to kill his colleagues Alex and Bernd with a single shot. Pwned.
We should have guessed it. Our Kickstarter campaign will be delayed by one week. It's now scheduled for April 24th. It's tax time in the US and it takes a looong time apparently to get the employer ID number and a bank account. Also, the verification payment from Amazon Payments to the account can take up to 7 days (this is what we're now waiting for). We started preparing this for a long time and now every little step takes a week. Devil is in the details...
I've been following this project since the beggining and this last update was awesome! Looks like a lot of things are comming together.
The only thing that I still think looks a bit odd is when the lizards (sorry i won't try to spell their name ) are falling, or are off balance. It looks as iff they are doing a ballet move or something (2:23 in the youtube clip)
Anyways, good job and good luck with your kickstarter!
Animations are getting better and better. Also thanks to adjustments in the character animation controller!
Improved character animation controller: Animations now have shorter transition times and the character reacts more quickly to input changes.
Work on the fire burst visual effect. Experimentation with different types of flames.
Fire burst and wind push can now be cast up- and downwards. This is useful in up- and downhill battles. Previously, these spells could only be cast on the same horizontal axis the player was on, making up- and downhill battles impossible.
New fire enhancement visual effect.
New wind push visual effect.
Sarahul with bows now got a bow shooting animation. But we need to put the bow into the other hand. Last minute features always suffer from bugs...
I take an arrow to the ... behind.
Not exactly a feature, more of a byproduct. The Sarahul dispenser at work.
Julian takes a nap while I bring you weekly updates.
3 DAYS to our Kickstarter campaign! We are still praying as some account verification process seems to still be ongoing. How long does that stuff take! Arghhh. Our nerves...
Co-op mutliplayer is a big part of Son of Nor. In our Kickstarter update video you see what to expect and also who spell combinations work along with the first spell we have implemented, the fire tornado.
You could really help us if you spread the word about our campaign (http://bit.ly/SonOfNor) on Twitter or Facebook Thanks!
We reached the $30k mark on Kickstarter yesterday. But didn't have any time for celebration as we were busy
writing the update to reveal our first stretch goals
get Son of Nor on Greenlight
get PayPal up and running
create a short video response to an editor of Rock, Paper, Shotgun
So, yeah, we revealed our first stretch goal: spell variations. Per magical element you'll be able to choose from different flavors of your default spell. For fire for example, you can choose the fire burst you see in our videos, short range, pretty broad. Then maybe have a long range fire beam. Very powerful but you need to be pretty good at aiming. Or some kind of fire explosion around you, very short range, larger area, but not so much damage. You can adapt the spells to your preference so to speak. This will work with all spells for wind and essence.
We also hinted that we thought about a PvP game mode. So for everybody who thinks this game mechanics would make for an awesome PvP game, maybe this is something for you.
We're on Greenlight now! Help us get greenlit and vote us up if you think Son of Nor has potential!
Loooots of stuff happened again during our Kickstarter time. So here's the rundown:
We reached $80'000 on Kickstarter! Hoorayyyy! But time grows short, please support us if you haven't already and you think Son of Nor is worth succeeding. We need your help to make it in the last days. Come to our Kickstarter campaign and share it with your friends who might be interested in a truly fresh and new game concept like ours: http://bit.ly/SonOfNor
Lore Update: We released some behind the scenes lore of Son of Nor's backstory. We have a rich world and the story of the game as well as lots of backstory was created on which Son of Nor is based. If you're interested, you can read some parts up in our "human chronicles". They're written by Tanath, on of the in-game characters, the Arch Son of Nor of The Edge, summarizing the history of Noshrac as known to the human race. Download!
We received some requests for additional languages and we're positively surprised that it seems we have quite some Russian fans. So we decided to put out Son of Nor in these languages by default: English, German, Spanish, Russian. We hope that's cool ^^
Our last EPOC mind control video got >50k views, which is amaaaazing! The feedback was great too, but there were also several people who just didn't believe it was real! Therefore we put together another video explaining the technology and how it works in Son of Nor in detail.
We just made the $90'000 mark on Kickstarter and we have 5 days left. It's getting close but with a boost we could still make it. If you this this is a great project for an indie game, help us make our goal. Thanks
We wanted more after our EPOC episode. Tech gadgets seem to have hit a nerve with us, we're all totally excited about these things. So we decided to support the Oculus Rift as well. Immerse in the world and experience Son of Nor in total 3D ^^
We are going to do another AskMeAnythingWhileIAmPlayingSonOfNor session. LIVE! Join in on Sunday 8pm CET (--> 11am PST) on our YouTube channel. The direct link will be published 15min in advance on FB, Twitter, YT, Kickstarter-Comments, Greenlight, Forums, etc.). Make sure to be there, it was a huge lot of fun last time and it would be nice to chat with some of you guys!
After our digital addons we were asked for physical addons as well. So we created physical addons you can add to your existing pledges. The addon model seems to work well to get some people to increase their pledges, so this is something to keep in mind for your campaigns if you plan to do any.
Most importantly: We'd like to show you our final vision of Son of Nor. What will the gameplay experience encompass? Of course it's not only throwing rocks, so what will there be? Watch the gameplay video we put together, it's very cool and we think it captures the spirit of Son of Nor quite well.
Our AMA session yesterday was again a lot of fun. We played Son of Nor, showed a new level we built and responded to the question we got in the comments.
Today, we just published a new update of our Kickstarter campaign.
We're very happy to have broken the $100'000 sonic wall. As of now, we still have $41'000 to go and need to mobilize every help we can to make the last stretch. We're all very exhausted and pretty saturated with all the things you have to do to keep such a campaign running. I read a lot of post mortems and thought yeah, it'll be tough but come one guys. Now I know better.
We talk about a new region, Laangh and some of its backstory. We also posted a painting of our 2D artist Simon. It really looks gorgeous and we're happy how this turned out. This also shows that we won't only have sand and desert in the game but also green areas.
We also posted a video of me where I talk about my past and how I got to join the team. We think it's quite nice seeing who's behind a project.
See the 2D concept painting, see the video, and read the full update here:
I'm back, too, with my first post after our Kickstarter campaign successfully ended. Thanks again for everybody who helped or even just thought of us during the campaign and kept their fingers crossed.
In this week's Video Dev Diary we dive into many things we're working on. Many concepts and models and game design decisions we're facing right now.
There's a lot to do after a Kickstarter campaign. Most projects have some sort of backer forums. If you don't have a forum yet, this needs to be installed, set up, users imported. All the digital goods, add-ons need to be processed, things you promised to deliver already now like access to alpha versions, sandbox levels, wallpapers. Don't forget survey emails for backers to enable them to provide shipping addresses, what name they'd like to put into the credits etc. All that takes time. Fortunately our team is a little big bigger. So while Julian, Ricardo and me do this part, others continue to work on the game!
This is what happened this week.
We’re on Steam Greenlight and as all of you certainly know, getting upvoted is very important. Please vote for us if you haven’t already, thanks! http://bit.ly/SonOnSteam
We're constantly doing some random tweaks here and there on FX or animations. This week we were playing with the wind push effect. More particles, different colors... Not sure if this’ll stay, though. I liked the sand colored particles more. Did blend in better.
We're working on a new area. And we need enemies and props for that. Daniel created concepts for props that are going to be used in the Sarahul camp. And Sini already started to model them.
New enemy #1: A later area in the game will have a lost soul / ghost type enemy. Daniel created many different concepts and we drilled down to a shortlist. We show you the scribbles and the shortlist in the video.
We’re continuing the work on the Sarahul armor. We didn't finish it in time for Kickstarter. But Adrian picked up the task again and does a great job completing all the missing pieces.
Some game design challenges we’re facing: How do we prevent players from using telekinesis to build infinite stairs and leave the map? We're experimenting with different ideas. One of them is shown in our dev diary.
New enemy #2: Daniel created concepts and Adrian modeled the first Sarahul mage. It’s close to be being ready for animation.