Son of Nor

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5 comments, last by GraphicsBas 11 years, 6 months ago
Son of Nor is an action RPG where you have 3 powers at your disposal: telekinesis, spell casting and terraforming. All powers are used in fights as well as in puzzles.

The images show "The Edge", one of mankind's last refuges after the Great War with the Sarahul Empire. You are a Son of Nor, a powerful mage who dedicates his/her life to protecting this safe haven.

I'm the producer of this project, we're 16 people of which 2 work on it full time (I'm one of them). We hope to create a unique and fun gameplay by combining all the player character's powers. This game is very early in development. We'e creating the first chapter now with beautiful hand-painted textures, a tutorial, and the core game mechanics to give players a feel of how the game is going to be.


As you can imagine, a game of this magnitude is not easy to co-ordinate and plan. Read about our journey of our different milestones and changes in strategy on our blog. We will share much more lessons learned as we go along:
http://stillalive-studios.com/blog/

Let us know what you think. If you like this project, like our Facebook page at:
https://www.facebook...illaliveStudios

Don't forget to check our YouTube trailer to get an impression of the game.

Click here to view the iotd
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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looks really good! the rock/walls look a bit too clean and flat. details would add quite some depth I imagine.
Thanks for the comment. Yeah, after looking at this for a while we're now trying out different things to break up the smoothness of the environment. Let's see what our artists can come up with. But your comment is spot on.
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
As a start-- consider adding a few splotches of bright color. This worked extremely well for Mirror's Edge and works much, much better at a distance, where any sort of fine detail would average out to nothing anyway. Bonus points if you have some sort of a GI system! biggrin.png

EDIT: Actually adding some high-contrast bounce light could do a lot to define shape.
clb: At the end of 2012, the positions of jupiter, saturn, mercury, and deimos are aligned so as to cause a denormalized flush-to-zero bug when computing earth's gravitational force, slinging it to the sun.
Thanks for the suggestion. What exactly do you mean by "high contrast bounce lights"? Local bright light sources or actually GI 2nd-order bounces?
Team leader of stillalive|studios
our current project: Son of Nor (facebook, [twitter]sasGames[/twitter], website)
Even some ambient occlusion would work. Great looking game though so far.
Looks pretty awesome but I would definitly add more colors to the scene. It all looks very yellowish.
GBS

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