Son of Nor

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177 comments, last by cpolus 9 years ago

Great new sounds and lots of awesome polishing was done this week thanks to let's players!

  • New player models are being implemented. Textures are still missing, though.

  • New animations are being tried, some are not set up correctly ;)
  • There's now an audbible indicator when your life is low.
  • Some more quirky settings with the player character, you turn into the female model when you die. 2 steps forward, 1 step back.
  • We were watching a lot of let's play footage and a guy streaming Son of Nor beta and started improving many things they complained about: puzzles, information, player guidance, bugs.
  • We have to break levels up because they just crash Unity 3D because of their size. We have to make them smaller. There were levels nobody could even start anymore in the editor.
  • Intermezzo.
  • Visual tweaks were applied to Yant'shaza to make it look hotter and more jungly.
  • There's an easy way to kill scarabs nobody has found yet. We're going to keep it secret, too. It's fun discovering it.
  • Sarahul Mages now have their proper sounds when they cast spells like Ray of Light and Solar Flare!
  • Get into the discussion and join our forum: http://forum.sonofnor.com
  • [VIDEO]http:

    [/VIDEO]

    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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    We've got an explosive package this week: The Fire Pillar spell variation.

    • All kinds of weird animation strangeness. We keep laughing at them because we get so bizarre results sometimes. It's mostly configuration work, but see for yourself.

  • After the essence ghost, the fire nova and the wind field we have new spell variations to show.
  • Jason made an incredibly cool effect for the fire pillar spell variation. You've got to plan casting it though, it takes some time.
  • Julian also shows a new wind and essence magic spell variation. The "wind self tornado" (internal name) and an essence spell that doesn't even have an internal name yet.
  • Get into the discussion and join our forum: http://forum.sonofnor.com
  • [VIDEO]http:

    [/VIDEO]

    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

    Our Steam Early Access is approaching and we're preparing things like crazy!

    • So the game development process comes into its final streches. We do a lot of things to wrap up all lose ends. Some examples.

  • We're working on promotional material with our render artist Ruben doing new poses and new high resolution character models. See how the male character model evolved and how the femal character looks. They look amazing!
  • Multiplayer now works! We had some fun in multiplayer sessions. Splitscreen also works and we'll be able to show it in one of the next dev diaries.
  • We're creating the trailer for the early access launch and Julian implemented some neat functions to be able to record cooler scenes from the game. If you have a game you want to do some videos for, plan in a lot of time and code some extra functions to make it easier for you to stage game situations. The trailer will only be about 90 seconds but we're on it already for more than a solid work week. Especially when you try to record features that are in a very unstable state still: Hello coders? Fix this please. Wait, update, try again. And then something else breaks ;)
  • More things we do to prepare for the launch is our localisation database. We use keys that then call the text in a specific language. Like in a poor man's database. This way we can translate text in different spreadsheets and just switch the file to completely switch the game to a different language.
  • We also use documents that tell us who says a line and with what emotion. This will play a role once we do voice-overs for the lines. Every bit of dialog in the game will be voice acted! Yay! For a limited amount of languages, however.
  • We are polishing cutscenes and level design. We added ivy flowers that help players spot interesting things.
  • Get into the discussion and join our forum: http://forum.sonofnor.com
  • [VIDEO]http:

    [/VIDEO]

    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

    This week we show some weird matrix IK movement bullet dodging. Steam Early Access will start July 24th! SPLIT-SCREEN!

    • You can get Son of Nor on Steam Early Access from July 24th! We've been hard at work polishing the areas that will be released that day. Please note it's still Early Access, meaning beta. Not all the levels are implemented, not everything is polished to it's final state but we should be pretty close!

  • Our Steam Early Access coming soon page is up! Take a look: http://store.steampowered.com/app/264000
  • Weird matrix IK movement bullet dodging
  • Work on the main menu progressed. Note to developers: Don't underestimate the work it takes to implement all the menu functions. Resolution changes, gamma correction, sound volume sliders, fullscreen modes, controller setup, the menu's aspect ratio (oh my) and so on! It's a huge pile of work and we definitely thought it was going to be easier. Usability is also important. Don't frustrate people with a cryptic menu and a 5 level deep structure.
  • Multiplayer via Steam is working! No port forwarding, no router configuration, no firewall disabling required. It's a very smooth and simple experience!
  • Multiplayer via split-screen is working!
  • We want to take some time in our SAS diaries to answer questions we get and turn them into a video FAQ or Q&A. Tune in, it's fun!
  • Questions: Can you show us split-screen? Are backers going to get Early Access access? Any plans for final release? What about the Oculus Rift? Why carrots?
  • Get into the discussion and join our forum: http://forum.sonofnor.com
  • [VIDEO]http:

    [/VIDEO]

    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

    Son of Nor will be available on Steam Early Access Thursday, July 24th! Also: Lots of updates in this week's SASDiary!

    • I added sounds to rolling boulders, lava being poured, moving the lava pourer, important things hovering and moving, assembly line shutdowns, Sarahul Seers throwing and catching their discs, regrowing crystals. And saving best for last: Enhancing throwable things with fire and wind!

  • We demonstrate the music controller we made for Son of Nor. It controls what music is being played in exploration and battle situations, how tracks are crossfaded, stinger sounds can be defined, and boss battle areas.
  • This week's share of bugs and strangeness happening: Falling through the ground, swimming, Sarahul Seers that suddenly fly away during battle, multiplayer sync issues, huge people turning up out of nowhere.
  • "Circus Sarahuli" showing tricks while recording Early Access footage.
  • Sneak peek at our upcoming Steam Early Access trailer.
  • Son of Nor will be available on Steam Early Access: Thursday, July 24th. Mark the date :)
  • Back of the book: Our Q&A session with questions from forums and comments.
  • Get into the discussion and join our forum: http://forum.sonofnor.com
  • [VIDEO]http:

    [/VIDEO]

    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
    Finally we made it to this point. Son of Nor is now available on Steam Early Access. There's still a lot to do but this is a huge milestone and we hope to get a lot of great and useful feedback to fill our polishing lists ;)
    [VIDEO]http:
    [/VIDEO]
    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

    Son of Nor is now available on Steam Early Access! We're busy listening to feedback from the community and implementing it.

  • We're actively roaming the forums. It takes a lot of time but player feedback is extremely valuable. We hear about exotic bugs, not so exotic bugs that we just seem to have missed, and loooots and lots of suggestions we will discuss in our daily meetings. Extraordinary ideas. We certainly get a lot of value and can make the game much more fun. So far, all our community experience has been extremely useful.
  • Our in-game error reporting tool is a blessing. By using F4, players can directly send a bug report from within the game. No account creating, no navigating to another website... This takes too much time and people don't do it. This way, we get exactly what the player's position is, what players look at, and the error log. Thus, making it easier to identify the error / bug and fixing it.
  • Jason made new visual effects for when players pick up a wind, fire, or essence element.
  • While the Early Access version of Son of Nor already has a lot of playable levels, the level list is not yet complete. In the background, we're working on the last levels of the game. One of the not so finished still is Taro. We have a rough level layout and are iterating on it to make it more interesting and fun.
  • The placeholder Horastes statue that was in Yant'shaza now was replaced by the correct Lur statue, which looks godly.
  • The Early Access version also has a placeholder intro video to kick-off the game's story. Ricardo is working on the finished intro with the final illustrations by our illustrator Simon.
  • The Early Access build already sports a multiplayer mode. Ricardo shows some gameplay scenes.
  • On the other hand, cutscenes in multiplayer sometimes suffer from strange effects ;)
  • Get into the discussion and join our forum: http://forum.sonofnor.com
  • [VIDEO]http:

    [/VIDEO]

    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

    We're taking an in-depth look at how some of the core aspects of Son of Nor evolved over the past 3 years! This week: Telekinesis.

    • As we're working more and more on end-game content we don't want to spoil, we think it's a great opportunity to zoom out and look at the development of Son of Nor in the past 3 years.

  • We're going to look at the three core game concepts telekinesis, terraforming, and elemental magic and look at how these concepts changed during the development process. It's an interesting game design and technological view at making games, taking risks and changing things to make them better.
  • In short: Telekinesis was an all-encompassing power. There was a telekinesis-meter that served as a life bar and - at the same time - it was the power you needed to lift items in the world. If you lifted heavy items, the power would go down significantly. If you let them go, your power regenerated, too. If you were hit while carrying something heavy, your telekinesis shield would not protect you and you'd die quickly.
  • Telekinesis was also used to conjure sand balls. If sand balls were arranged in specific patterns, players could cast a spell. As if the spell needed to be charged first. But doing this action took time and made combat sluggish. Players were busier with arranging sand balls than battling each other. It slowed down combat to a halt. We scrapped this concept of casting magic via telekinesis.
  • With telekinesis, you could also draw paths objects should follow. This feature should have been used to make multiple objects spin around you to form a physical shield. But you needed so many objects to make a shield effective and painting the paths for every object was again so cumbersome, that combat came to a halt as well.
  • Today, telekinesis is a very basic, lean and quick power with many uses. You can solve puzzles, move items blocking your path, pick up rocks and use them as weapon by throwing them. It's easy to use and understand, and streamlined to fit an action adventure well. We're very happy how it turned out even though we still have to tweak it a bit!
  • Son of Nor is now in the Steam Store as Early Access version. Thank you for supporting us: http://store.steampowered.com/app/264000/
  • Get into the discussion and join our forum: http://forum.sonofnor.com
  • [VIDEO]http:

    [/VIDEO]

    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

    Welcome to another special edition dev diary. We're taking an in-depth look at how some of the core aspects of Son of Nor evolved over the past 3 years! This week: Terraforming.

    • We're having a look at how Terraforming changed during the development of Son of Nor and we're showing lots of in-editor footage. It's an interesting view at game design, technology, taking risks and changing things to make them better.
    • Terraforming was the second core game mechanic planned for Son of Nor. The game was designed with these 3 powers in mind: Telekinesis, Terraforming, Elemental Magic. And they're still present in the game.
    • We had Terraforming implemented in our own home-brewed game engine that took advantage of DX11. Sand already flowed around objects and behaved very naturally. The underlying algorithm and tech for this is still the same. Only the implementation changed as we moved from our own engine to Unity 3D. We evaluated a bunch of engines and finally settled for Unity as it fit the requirements and licensing model of our team the best.
    • Off-the-shelf engines all had a problem though. For optimization reasons, game engines rely on a static terrain to pre-calc walkable surfaces for path-finding. Unity, too, actually only supports static terrain for enemies to concentrate on "how" to get there rather than "how's the terrain looking today, do I need to take an umbrella?"
    • But with our Terraforming feature, terrain looks one way now and completely differently the next moment. All enemies need to constantly be informed about the terrain to make decisions about how to get to the player for an attack. We had to bend Unity in various strong ways, basically implementing our own terrain to make it work.
    • The way was not without further challenges. For performance reasons, we needed to break up terrain to keep calculations only to a small portion of the terrain. Which caused the terrain to sometimes break up and leave holes for short amounts of time. Another incident happened when we optimized the Terraforming to be multi-threaded for more than one CPU.
    • At first, Terraforming was only meant to "create your own stairs" to get to higher places. But we found more and more uses for it: make craters when you shoot rocks with high velocity into sand, craters when fireballs explode, carve out passages when you hit a pile of sand with wind magic, terraform below enemies to make them lose balance and give you time to think about your next move, push very heavy objects you couldn't lift with normal telekinesis, destroy watchtowers by terraforming below them, hide behind terraformed terrain to avoid a fight or use it as shield in combat to avoid arrows!
    • Son of Nor is now in the Steam Store as Early Access version. Thank you for supporting us: http://store.steampowered.com/app/264000/
    • Watch the previous episode on Telekinesis!
    • Get into the discussion and join our forum: http://forum.sonofnor.com

    [VIDEO]http:

    [/VIDEO]

    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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