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Son of Nor

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#101 ChrisPolus   Members   -  Reputation: 287

Posted 17 November 2013 - 12:02 PM

Cushion falls with the wind push or do double jumps! Happy news for our Fire Temple Camp Alpha and Sandbox backers!

  • Using wind push close to the ground when falling long distances will cushion your fall and reduce damage or even avoid death.

  • Do double jumps by jumping and using wind push to push you higher in the air (unsure if this will stay in the game, we're experimenting with it)

  • Experimentation with visual indicators for visibility. As sneaking can be a part of Son of Nor depending on the individual play style, one has to have an idea if one is visible to the enemy or not. The code is implemented but the art is still "coder art", so close your eyes and forgive us :)

  • Sarahul can be really dangerous even in small groups! They're not the cannon fodder they once were.

  • Some work was going on in Lur's Temple, or Yant'shaza (official name)

  • The Fire Temple Camp level is ready and was submitted to the Humble Store for all the Fire Temple Camp Alpha add-on backers! Watch your inboxes as you'll get links and codes to download it soon!

  • Sandbox backers! We've heavily updated the sandbox! We added new magic combinations, essence magic, wind push jumps, absorbing multiple elements and switching between them, a new loading screen to initiate multiplayer and single player games, and ENEMIES! If you want to join this ride, you can get the Sandbox for 5 bucks in our shop http://sonofnor.com/shop

  • We're going to Spain! To Bilbao to be more exact. We've been nominated in 3 categories in the HóPLAY contest! Keep your fingers crossed for us, thanks!

  • Get into the discussion and join our forum: http://forum.sonofnor.com


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

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#102 ChrisPolus   Members   -  Reputation: 287

Posted 24 November 2013 - 08:07 AM

Ricardo gives you an insight into how the game plays as more and more features are coming together in this week's build.

  • Ricardo reveals his best German.

  • Sini and Caspar worked on props that will decorate upcoming levels like plaques and columns, crates, bags, kegs, training dummies.

  • Adrian spent time on different townspeople's clothes to create multiple characters in various outfits.

  • Daniel drafted the 4th playable character code named sarcastic girl.

  • This week, Ricardo put some "hardmud" into levels. It's got no texture yet but it works. Mud slows you down and can be dried with fire to trap enemies.

  • We show off how to use different powers together in Yant'shaza. It gives another sneak peek at the variety of gameplay.

  • Shoot fire on a sand floor and get glass and throw it at enemies.

  • Julian's head is integrated in the game. Somehow. Very creepy...

  • You can blast certain doors open using the wind power.

  • Alex started work on the Wind Temple (formerly known as the sand temple).

  • Music by our own Mike Skalandunas (original soundtrack) and shallow & profound (for the trancy tunes)

  • Get into the discussion and join our forum: http://forum.sonofnor.com


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#103 ChrisPolus   Members   -  Reputation: 287

Posted 01 December 2013 - 09:37 AM

Help us win the Indie of the Year Award on IndieDB, it's just one click :)

  • IndieDB has its yearly IOTY Award (Indie of the Year Award) and you can vote for us here with just one click: http://www.indiedb.com/games/son-of-nor

  • Julian is back from Bilbao and he made some new friends at the HóPLAY Contest.

  • Creatures do not longer walk through each other. We implemented yet another creature collision detection and we think it's working pretty good this time.

  • We still can't get rid of headbanging when enabling dynamic looking direction (Sarahul's head should follow the player dynamically). It's pretty annoying. Anybody know of a solution?

  • New damage indicator for enemies. The more damaged the enemy the more it turns into sand.

  • New damage indicator for players. Players also turn into sand and the vision gets clouded the fewer hitpoints are left.

  • Players can pull objects out of the sand. This was not possible before. One first needed to use terraforming to completely reveal an object before picking it up with telekinesis. Now it can be pulled out. This also lays the foundation for the Noshrac Farm Simulator 2014 where you can plant and harvest carrots in a hostile environment. We think this could be a viable next project for us given the tremendous success such simulators have on the market. But instead of using tractors and trucks you would use telekinesis in a desert. This would be a truly novel gaming experience and genre mix. Fantasy farm simulation.

  • Releasing a fire blast on water creates steam. The steam clouds the vision of enemies, making it possible for the player to buy some time to prepare another attack or run away.

  • Get into the discussion and join our forum: http://forum.sonofnor.com


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#104 ChrisPolus   Members   -  Reputation: 287

Posted 08 December 2013 - 10:00 AM

This week: FIRST BOSS FIGHT. And last days to vote for us on IndieDB as Indie of the Year.

  • It's just one click! Vote for us in the Indie of the Year Award: http://www.indiedb.com/games/son-of-nor

  • develop magazine, a UK game dev magazine, chose stillalive studios to be among the top 100 European game start-ups.

  • Brain Hackers is a group of talented youngsters in New Mexico who experiments with the Emotiv EPOC brain computer interface and play Son of Nor with it!

  • We show some footage of the first BOSS FIGHT in Son of Nor.

  • Chris introduces the "Chris' Sound Cooking Show".

  • Chris shows how the Scarab Bugs and Scarab Queen sounds were made.

  • Get into the discussion and join our forum: http://forum.sonofnor.com


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#105 ChrisPolus   Members   -  Reputation: 287

Posted 15 December 2013 - 10:20 AM

New visual FX, enemy AI improvements and Fire Temple beautification.

  • Thanks to you, we made it into the top 100 on IndieDB! Thank you! Now you can determine if we're worthy of the 1st place :) Vote for us here to bring us to the top, and thanks for your help: http://www.indiedb.com/events/2013-indie-of-the-year-awards/top100#vote18033

  • Adrian is puzzling together different townsfolk.

  • Sini made decorated pillars for Yant'shaza with cool lizards.

  • Jason added FX to our hardmud obstacle.

  • An he also added an effect to the wind magic active area that indicates you can combine other types of magic with wind.

  • The coder team improved enemy AI: Sarahul previously didn't see you when you switched to fire magic and had happily glowing hands of fire, which was strange. So now, even if you're hidden in the dark, when you activate fire magic, enemies will see you.

  • We integrated new assets into the Fire Temple like doors installed by the Sarahul, guardian turrets that shoot moving things, force fields that hold metal pieces from the assembly line together, buttons, and the obelisk we showed months ago and looked totally different!

  • Alex has started totally re-working the first level, The Edge. It's far away still but there has been some slight progress.

  • We're experimenting with uSequencer for cutscenes.

  • Get into the discussion and join our forum: http://forum.sonofnor.com


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#106 ChrisPolus   Members   -  Reputation: 287

Posted 22 December 2013 - 01:28 PM

Live footage of our virtual Christmas party.

  • Thank you everybody for a tremendous year. Several of us met live in Innsbruck, Austria, for the first time in real life. We planned our Kickstarter campaign and didn't have a clue how it would go. We played some Minecraft and League of Legends, had a great time. We restructured our team to cope with the workload and it did work out. We had a successful Kickstarter campaign! We were greenlit on Steam. We reached several milestones and are well under way with the game. This is more than we could ever hope in the beginning of 2013! This was all made possible by you and for that we're sending out our sincere thanks to all of you: our fans, backers, followers of our project, constructive critics who give us new impulses and ideas! We will have new and exciting things to show again in 2014! Stay tuned!

  • We did some progress this week and we did complete a sprint but we had our hands full celebrating our virtual Christmas party.

  • We're giving away 10 Fire Temple Camp demos! Watch our video.

  • Next dev diary will be released after our holiday break, Sunday January 12th! Merry Christmas and a Happy New Year!

  • Get into the discussion and join our forum: http://forum.sonofnor.com


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#107 ChrisPolus   Members   -  Reputation: 287

Posted 12 January 2014 - 12:26 PM

Son of Nor goes eye-tracking. Row your boats with wind magic. And another boss fight!

  • Happy New Year! And welcome to 2014 :) A great year for game development!

  • We were approached by SteelSeries, a leading maker of gaming gear, and Tobii, a company specialized in assistive devices and eye-tracking. We agreed to a partnership to support their upcoming consumer eye-tracking device in Son of Nor. We'll report back as soon as we have the dev kits and know more about how this device works.

  • According to The Indie Mine, Son of Nor is one of the "Most Anticipated Games Of 2014": http://theindiemine.com/most-anticipated-games-of-2014/

  • We found a way to cushion a player's fall with wind magic without making the player able to fly.

  • We're experimenting with yet another method of aiming with telekinesis objects. It's hard to get this right and make it feel right / natural.

  • We implemented a mechanic to move vehicles or boats using wind push. It's a sail mechanic that can also be used for later puzzles to drive mechanisms or machines.

  • We implemented another boss fight. Enemy behaviour for the Sarahul Arch Mage was programmed. Animations don't always follow the Sarahul's actions well yet.

  • Get into the discussion and join our forum: http://forum.sonofnor.com


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#108 ChrisPolus   Members   -  Reputation: 287

Posted 19 January 2014 - 03:39 PM

This week's dev diary shows quite some updates, but most importantly we introduced a new mechanic that can basically turn you into Darth Vader.

  • Harness the elemental power of coffee with this very special and ancient relic. You can do spell combos with it too!

  • Chris finally found a way to go over his problems with Mavericks+Unity and he's back on track with the sounds! this week, Fire Temple Sounds.

  • Jason has been working on revamping some effects, the fire looks more fiery and hot, also there's a new enhancing objects with fire effect, and the tar pit is taking more shape.

  • The Wind Temple is coming together with new assets being implemented. Daniel and Sini have been working hard on making this place look awesome. All temples are similar, but with each new asset, they look a bit different in a way. After all, they possess different elements inside.

  • Adrian has been non-stop working on one of the playable characters, The Weathered Man. He has a big beard which means he is super cool.

  • This week we introduce to you a new game mechanic, we don't want to spoil much, watch the video, you'll maybe see the dark side.

  • Finally just for the funs, we show a small blooper of Ricardo messing around with the wind sailing mechanics, again, reference galore.

  • Get into the discussion and join our forum: http://forum.sonofnor.com


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#109 ChrisPolus   Members   -  Reputation: 287

Posted 26 January 2014 - 03:39 PM

We made lots of gameplay adjustments this week. So much in fact that Julian doesn't even know what week it is.

  • We were working on an unobtrusive tutorial system to show first time players how controls work.

  • Roast enemies over a camp fire.

  • Julian addresses concerns that grabbing an enemy with telekinesis might be too powerful. He explains.

  • Sarahul scout AI was improved. A hit now also slows you down a bit. AI is very complicated to work on. Creatures tend to do unexpected things and debugging is not that easy.

  • The feeling of lifting objects with telekinesis was overhauled. Light items should feel light and heavy items should feel heavier. It takes a lot of try and error to get the feeling about right.

  • We have a button that teleports objects.

  • As a side note: Julian just declared this dev diary #63 (because it's cool in binary %111111). But don't worry, it's #64, you're in the right place.

  • Get into the discussion and leave your comments here, on YouTube, or join our forum at http://forum.sonofnor.com so we can discuss YOUR opinion in our daily team meetings!


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#110 ChrisPolus   Members   -  Reputation: 287

Posted 02 February 2014 - 07:44 AM

We implemented a great sound system this week that safes resources and makes sounds audible that were previously silent.

  • This week, we show the following progress: Sand Dragonling enemy, in-game menu, invisibility effect, sound level of detail system and new sounds for the Fire Temple.

  • Get in touch. Ask Alex, our producer, anything you wanted to know about his job on Son of Nor, what he does in his free time or what games he likes to play and why: http://ask.fm/AlexanderGrenus

  • We're interested in your opinion regarding the invisibility effect. What do you think of it? Does it work? Do you have complementary ideas?

  • What do you think of the new sounds? Any feedback you would like to pass on to Chris?

  • Get into the discussion and leave your comments here, on YouTube, or join our forum at http://forum.sonofnor.com so we can discuss YOUR opinion in our daily team meetings!


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#111 ChrisPolus   Members   -  Reputation: 287

Posted 09 February 2014 - 04:17 PM

Programmers have been kicking it this week, creating more internal tools.

  • This week: new team member, our own cutscene editor, more concept art turned into 3D, some peeks at The Edge level, dialog system and NPCs talking, music in the Fire Temple.

  • We're especially interested in what you think of the Fire Temple music, as this is the most important and concrete addition this week.

  • Get into the discussion and leave your comments here, on YouTube, or join our forum at http://forum.sonofnor.com so we can discuss YOUR opinion in our daily team meetings!


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#112 ChrisPolus   Members   -  Reputation: 287

Posted 16 February 2014 - 06:44 AM

We unbox our Tobii Eye-Tracking Dev Kit!

  • This week: Tobii eye-tracking dev kit, we're at EXPO GAMES in Bozen (South Tyrol) with a huge Son of Nor banner, in-game tutorial system is taking shape, new animation for grabbed Sarahul and new for running Sarahul, entrance to the Wind Temple, new sounds in the Wind Temple.

  • We're especially interested in what you think of the improved animations, if they're going in the right direction, and the Wind Temple sounds.

  • Get into the discussion and leave your comments here, on YouTube, or join our forum at http://forum.sonofnor.com so we can discuss your opinion in our daily team meetings!


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#113 ChrisPolus   Members   -  Reputation: 287

Posted 23 February 2014 - 10:54 AM

We give you a sneak peek at our own cutscene editor. And its bugs.

  • This week: We were at Subotron in Vienna, Austria, talking about our Kickstarter campaign, dialogs, cutscenes, funny bugs in our NPCs and cutscene editor, many new sounds in the Wind Temple, crosshair adjustment and doing a fire burst with a wind push (both based on forum and tester feedback).

  • We're especially interested in what you think of the crosshair and the fire burst idea.

  • Get into the discussion and leave your comments here, on YouTube, or join our forum at http://forum.sonofnor.com so we can discuss your opinion in our daily team meetings!


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#114 ChrisPolus   Members   -  Reputation: 287

Posted 02 March 2014 - 11:12 AM

FIRST REAL video of our eye-tracking implementation. And it rocks.

  • This week: Valve's Steam integration into Son of Nor, more work on the menu with multiplayer waiting rooms, more work on the triplanar shader, eye-tracking demonstration.

  • We're going to be at GDC! You will be able to test out Son of Nor with eye-tracking there! Contact us if you'll be around.

  • We're especially interested in what you think of the eye-tracking.

  • Get into the discussion and leave your comments here, on YouTube, or join our forum at http://forum.sonofnor.com so we can discuss your opinion in our daily team meetings!


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#115 ChrisPolus   Members   -  Reputation: 287

Posted 09 March 2014 - 04:07 PM

Something is wrong with this week's dev diary. The original content is gone, but I guess we can use the diary anyway...

  • Hear new sounds by Chris! Tearing out crystals from their pedestals and tearing out rocks from their original shape. It comes with a really cool camera shake!

  • Alex, our producer and level designer interrupts our original broadcast to show a time-lapse video of him building one of the levels you'll play through almost at the end of the game. Check how the first block-out is done and how testing as you build is really important! Don't forget you can ask Alex any game-related question at his ask.fm account.

  • Argh, so who was that woman?

  • We're going to be at GDC! You'll be able to test Son of Nor WITH eye-tracking there! Contact us if you'll be around. We'll be at the Tobii eye-tracking booth!

  • Get into the discussion and leave your comments here, on YouTube, or join our forum at http://forum.sonofnor.com so we can discuss your opinion in our daily team meetings!


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#116 ChrisPolus   Members   -  Reputation: 287

Posted 16 March 2014 - 11:53 AM

We have destroyable barrels in the game. And they're not empty!

  • This week: More work on Yant'shaza, our fire effect, fire burst effect, fire tornado effect, a lot of cluttering in level 00 tutorial, destroyable barrels with contents, Sarahul dancing bug.

  • We're going to be at GDC! You'll be able to test Son of Nor WITH eye-tracking there! Look for the Tobii eye-tracking booth!

  • Get into the discussion and leave your comments here, on YouTube, or join our forum at http://forum.sonofnor.com so we can discuss your opinion in our daily team meetings!


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#117 ChrisPolus   Members   -  Reputation: 287

Posted 23 March 2014 - 03:02 PM

This week we have a LIMITED TIME offer you just can't refuse!

  • This week: We put a lot of vegetation and cluttering into The Edge level, lighting and cluttering in the cave circuit that takes you to one of the temples, improved gameplay going around and new game objectives in Yant'shaza, new destroyable stuff, commercial break advertising wind surfers, a lot of info about the Lur god.

  • We're especially interested in what you think would be cool as statue of Lur in Yant'shaza (see video).

  • Get into the discussion and leave your comments here, on YouTube, or join our forum at http://forum.sonofnor.com so we can discuss YOUR opinion in our daily team meetings!


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#118 ChrisPolus   Members   -  Reputation: 287

Posted 30 March 2014 - 12:26 PM

Lots of testing this week and guess what: Son of Nor is surprisingly fun to play!

  • This week: We added more atmo (haze, steam) to the Fire Temple, new enemy in the fire temple, sounds for this new enemy (no spoilers but you can hear the sound), I discovered a very old piece of coder art while testing, some pillars of a temple try to escape when destroyed, playtesting Yant'shaza a lot, sounds for the scorpion enemy and behind the scenes of making these sounds.

  • We're especially interested in what you think of the different ways you can take in a level. Do you prefer options or super linear gameplay?

  • Get into the discussion and leave your comments here, on YouTube, or join our forum at http://forum.sonofnor.com so we can discuss YOUR opinion in our daily team meetings!


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#119 ChrisPolus   Members   -  Reputation: 287

Posted 01 April 2014 - 04:37 AM

This has been a long time in the making. We've completely overhauled basic game mechanics in Son of Nor. Today, we're introducing a new praying system and in-app purchases.

 

We've prepared a blog post that explains the new mechanics. READ HERE.

 

blog-april1-prayingtonor-391x550.jpg


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles

#120 ChrisPolus   Members   -  Reputation: 287

Posted 06 April 2014 - 02:14 PM

We polished important gameplay elements that increase immersion, or at least don't take you out of it ;) 

  • This week: Polished AI group formations after battle, enemy spawn points and the iterations necessary to make them work, progress on Lur's statue.

  • Get into the discussion and leave your comments here, on YouTube, or join our forum at http://forum.sonofnor.com so we can discuss YOUR opinion in our daily team meetings!


http://about.me/ChrisPolus - my website, music, sound design, videos and services.

I'm the
- producer of Son of Nor (devlog on gamedev.net)
- sound designer of the Arcan Chronicles





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