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Son of Nor

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Not everything we start working on is a big hit from the get go. But of course, you knew that already.
This week, we had some of the more funny fails.

 

  • We implemented a splash screen / loading screen / game menu. That wasn't a fail, actually.
  • We bought some animations and integrated them. Don't look 100% cool either! What's going on with this animation stuff??!! Argh, can it be so hard?
  • Ragdolls! The rubber man returns. Or alternatively: Our ragdoll model shows what you might get if you answer spam mails in your inbox that promise "enlargment services".
  • For those with claustrophobia. Use the telekinetic blast we implemented if surrounded by enemies. It might be a little bit too powerful.

 

[url=http://www.youtube.com/watch?v=hOJkqC1uKZQ][/url]

 

There's also a new image of modular cave pieces we did this week. They'll probably be shown in next week's episode if we manage to integrate them into the game.

 

[url=http://www.indiedb.com/games/son-of-nor/images/new-cave-system-screenshot-saturday][/url]

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Here's a new model that came out of our modeling pipeline: a Sarahul bow and dagger. Everything the Sarahul have is pointy, like their eye slits. It's a big part of their overall design and art style.

 

[url=http://"http://www.indiedb.com/games/son-of-nor/images/sarahul-bow-and-dagger"][/URL]

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We're not quite happy with the main character yet. It'll get a new head. The body is fine, but it will probably be used more on townsfolk with toned down colors.

 

Daniel created a new clothing concept for us, which will be created and implemented in the next cycles.

 

[url=http://www.indiedb.com/games/son-of-nor/images/son-of-nor-clothing-concept][/url]

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Finished developing a plant randomizer this week. There is a cave system in our tutorial level with plants in it. Every plant looked the same and so the cave looked super sterile. We ended up making variations of the plant in slightly different stages of development. And a script that took a random model of the plant variations, rotated them and scaled them a little and now every plant looks differently.

 

Here's what it looks like. It's a little bit dark though.


[url=http://www.indiedb.com/games/son-of-nor/images/plants-in-a-cave-screenshot-saturday][/url]

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It was a very busy week!

[LIST]
[*]Julian left for holidays so he worked double shifts.
[*]We implemented animation concepts to better judge how animations feel in the game. Does this animation for that activity look good? Or does it look lame if watched 100 times?
[*]Rough animations for terraforming, telekinesis, area telekinesis, telekinesis throw were implemented. These animations will be replaced by smoother animations as soon as we know how they should look like.
[*]Fire fairies indicate that you stored a fire element and have it active. Don't worry, they're only temporary and will be replaced by a better effect.
[*]Logic behind the magic system was programmed. We changed the mechanics slightly for better playability and fun in combat.
[*]We're testing the new mechanics with fire magic and implemented a fire blast and enhancing objects with fire magic.
[*]Rocks enhanced with fire magic explode. A little too violently.
[*]Sarahul now ragdoll, too, when they die.
[*]Sarahul lose balance when you terraform under them. For too long in the current build.
[/LIST]

[video=youtube;uei4wfBboS8]http://www.youtube.com/watch?v=uei4wfBboS8[/video]

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We played a lot of multiplayer matches this week to record footage to our brand new video overview. The video shows what Son of Nor is about and what players can expect from the game.

What do you think?

After playing all those matches we ended up with a long list of things to fix and improve and Julian did a lot of that already. Namely:

 

  • fixed movement issues
  • fixed crosshair issues
  • scarabs are now easier to target
  • added level-restart functionality: command "restartLevel"
  • fire enhancement lasts forever now
  • fixed issues with disappearing fire fairies
  • telekinesis movement is now faster
  • levitating objects are avoiding any kind of rotation
  • fixed multiplayer bugs
  • reworked entire TK damage system: mass has more influence now
  • todo: give enemies an aggro system
  • todo: give enemies waypoints to follow
  • todo: make TK objects transparent when in front of the player for better aiming

 

Don't forget to go HD!
[video=youtube;GtR3YfZjI04]http://www.youtube.com/watch?v=GtR3YfZjI04[/video]

Edited by ChrisPolus
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We try to explore the visual style of Son of Nor further this week.

 

 

We now hear several comments after being featured in the press that our game's visuals look old and dated. Is it the visuals? Or is it our unfinished animations? Or what is it? We realize that we cannot compete with top notch AAA teams that have dozens of pro artists. We only have 4! But then, how do we convey that we're an indie team that would like to make an awesome game that also looks great? What style would fit our game, be fun, and be achievable for a team like ours with a reasonable amount of time? Others in our team think we CAN compete on visuals and are working on proving it. Exciting times...


For this week, we put together some styles real quick. Which one do you think looks great? We'd like to hear your opinion to help us in our internal discussion. After all we're making the game for gamers, not only for our personal pleasure :)

 

So, after you've watched our Dev Diary, we invite you to voice your opinion here: [URL="https://www.facebook.com/questions/306222102836503/"]Facebook Poll[/URL]


[video=youtube;7wahW3n3jko]http://www.youtube.com/watch?v=7wahW3n3jko[/video]

Of course, you can also voice your opinion here. We're listening!

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The next 2 weeks are going to be special. Adrian (US), Ricardo (Ecuador) and me Chris (Switzerland) came to Austria, more specifically to Julian's place in Innsbruck to talk about next steps, project planning and intensively work on Son of Nor together in one room.

This is what happened during the week.
[LIST]
[*]A new 3D artist joined our team from Germany. Ruben has a lot of experience in making things look awesome and he's working on a new version of the player character. Apart from that he's got some environment tasks on his todo list.
[*]We're also testing new animations Ruben added after rigging and weight painting the character.
[*]After getting to know each other for the first time in real life, we installed a motion capture system in Julian's appartment. We're playing around with it to see if it could help us adding more animations faster.
[/LIST]

[VIDEO]http://www.youtube.com/watch?v=mjtntxprD9w[/VIDEO]

So, we're trying out iPi Soft's MoCap software (http://www.ipisoft.com/). It promises to be markerless so you can avoid expensive equipment and markers. You need 3 cameras from different directions and you have to carefully place them, reduce any background noise behind the actor and calibrate the system in a lengthy process. It works well for an image based mocap system, but it clearly has its limitations. Best would still be to have an empty room or studio that's well lit.

We first tried it outside but one needs a flashlight to calibrate the system, and sunlight was way too bright. The software didn't find the calibration signal from the flashlight. We set it up indoors, removing a lot of furniture from Julian's living room. It's not the solution to all problems. It's inexpensive (compared to normal marker-based mocap systems) but difficult to setup nonetheless. We'll see how easy it'll be to clean that mocap data as it produces a lot of jitter in the areas no camera can see (behind one's back).

Coming back to the art style discussion. Art Style 6, the style that looks a little Borderlands-ish, was one of the more popular styles, together with the original style we had until now. After having lengthy discussions internally we came to the conclusion that the art style was not really the root of the problem, the problem why the game looked old and unsatisfactory. The main problem was our lack of attention to detail. Any style will look bad if we don't go the whole 9 yards and add details with care. We tried to escape the problem and redo the art style in the hope that everything will look good in another style. But we probably did so only to land in the same spot a few weeks down the line.

The important thing is to make the world look more like a living place. We have no real plants to cover up the transition between rocks and the ground. The ground is flat and uninteresting, no grass to move in the wind. The rocks look nice but are very noisy. Our other models are functional but they don't have a style. They all look clean as if they were just built a few days ago. Lifeless. Without character. All the little things that matter. We decided to first explore our current art style more since it was popular too, to see if we can push it further. Add more character to the models, the content.

Thanks for everybody spotting this, pointing it out and giving us helpful advice on how to push on.

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Despite the fact that we're still having our crunchy dev weeks at Julian's place and having fun, playing board games and cooking, we managed to squeeze in some great updates this week.
[LIST]
[*]Julian coded a new obstacle: quicksand. It's very rough right now but the principle works. Now it has to be made pretty.
[*]The run animation looks quite good by now!
[*]The jump animation needs some tweaking but comes along nicely.
[*]We made canyon walls that look great from afar and from up close. Finally we seem to be getting the hang of how to do rocks... It took quite some time.
[/LIST]
[video=youtube;LJvKDP6_ZEY]http://www.youtube.com/watch?v=LJvKDP6_ZEY[/video]

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I don't know how many of you tried a Kickstarter campaign already but it's nearly killing us. Videos should be of such high quality in order not to make a sleepy impression and it needs to show one highlight after another. At least the videos we liked were pretty well thought through. I'm not talking about industry veterans who merely show up and immediately get millions. But what do people of whom I haven't yet heard show to catch my interest. Of course, the normal production process should not stop either, resulting in double shifts for me and Julian. Not to mention all the stuff you need to polish and build into the game to make it shine. Well, at some point I'm sure we'll be able to write up a very nice post-mortem, too. Be it of a success or a failure, we'll see. Currently we do everything we can to hopefully turn it into a success, hehe. Wish us luck.

 

What else happened.

 

[LIST]
[*]We're experimenting with the camera's focal length to convey the vastness of the desert.
[*]We created and implemented another rough jump animation.
[*]There are now killer vegetables in the game. Carrots are what Sarahul's nightmares are about.
[*]Lols aside, the vegetables are for a farm area at The Edge. People have to eat something.
[*]Alex finished the blockout of the "Mirror Room" in the wind temple and Julian programmed the logic. Time to test, model and integrate assets.
[*]Daniel created concepts for the Mirror Room.
[*]We're preparing our Kickstarter campaign and we're shooting a ton of in-game and real world video. In this dev diary, you can see some of the bloopers ;)
[/LIST]

[VIDEO]http://www.youtube.com/watch?v=IjAoqAQrcYg[/VIDEO]

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This week's updates:

[LIST]
[*]We put the crystal holder into the "Mirror Room".
[*]Our water code was optimized and we tested it in our playground map.
[*]90° death rotation jiggle dive
[*]Sand devils
[*]We implemented absorption of wind magic, now you can harvest powers from sand devils and the like.
[*]We implemented the wind push spell again and polished the terraforming aspect of it as well as the effect.
[*]As a special feature I put in Julian who explains how the terraforming algorithm works ;)
[/LIST]

[video=youtube;oydzDfJRbPQ]http://www.youtube.com/watch?v=oydzDfJRbPQ[/video]

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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.
[LIST]
[*]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.
[/LIST]
Take care and watch out for April Fool's jokes tomorrow!

[video=youtube;idnyhuKmjdY]http://www.youtube.com/watch?v=idnyhuKmjdY[/video]

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This week you’ll finally see something else than our usual test level ;)

[LIST]
[*]We’re full of chocolate after Easter. In German you’d say “kugelrund”.
[*]New color set on the character that players will be able to customize.
[*]Improving the tutorial: the new drawbridge is in and works.
[*]Sarahul get their armor, the first piece is already on their body and it works with the rig.
[*]There’s a slight problem now there, though. Sarahul tend to lean forward too much for some reason.
[*]Our Kickstarter, if everything works out, is scheduled fro April 17th. Still a lot to do until that date though!
[*]New gorgeous red rock test scene where we play with lighting, rock placement and other eye candy.
[*]New gorgeous volcanic rock test scene with bones, sand devils where we play with the same things. Bones are a little bright though.
[*]Our ragdolls now work really well! Let’s celebrate that with some cliff diving.
[*]Ragdolls need to rest, too.
[/LIST]

We'd be very grateful for any help getting the ball rolling on Kickstarter on April 17th (if everything works out as planned). Every pledge will help :)

[VIDEO]http://www.youtube.com/watch?v=p8cgs-OlWJg[/VIDEO]

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It's been a crazy week again. Soooo many updates!
[LIST]
[*]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.
[*]Ragdoll.
[*]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.
[/LIST]
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...

[video=youtube;O2_RMFHVJRk]http://www.youtube.com/watch?v=O2_RMFHVJRk[/video]

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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 tongue.png) are falling, or are off balance. It looks as iff they are doing a ballet move or something tongue.png (2:23 in the youtube clip)

Anyways, good job and good luck with your kickstarter! Edited by AlanSmithee
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Animations are getting better and better. Also thanks to adjustments in the character animation controller!
[LIST]
[*]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...
[/LIST]
[video=youtube;XVXHWsI6FZg]http://www.youtube.com/watch?v=XVXHWsI6FZg[/video]

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We got the Kickstarter down!
[LIST]
[*]Everything was verified by all necessary 3rd parties and the Kickstarter campaign itself was approved too. Finally we're all set to go!
[*]So our campaign will start Tuesday, [B]April 30th[/B]! This time for sure! Man, this has been a long time in the making...
[*]Windpush was improved. You cannot only cast the windpush up- and downwards but it will also terraform up- and downwards, too.
[*]After our big spell system redesign we came around implementing spell combinations!
[*]We moved on and are working on a new area. The Sarahul camp in front of the fire temple.
[*]Level design documents and mood shots were created for that area.
[*]You'll encounter an Aitharii, a guy of one of the races in Noshrac, in that level. Concepts have been done for this creature.
[*]Blockout of this new area was done. No programming or active components yet though.
[*]Julian sets me up.
[/LIST]

[video=youtube;D5ZwQSPQWEw]http://www.youtube.com/watch?v=D5ZwQSPQWEw[/video]

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Tons of stuff happened!

  • We finally launched our Kickstarter campaign. Yaaay!
  • 2 completely new areas. The farm and the wind temple.
  • The farm is part of The Edge, the food has to come from somewhere, right?
  • The wind temple is the first sort of 'mysterious' area you'll encounter in the game.
  • We show some puzzle solving.
  • You can tear out rocks from canyon walls. This really feels powerful.
  • Julian teased you with spell combinations in the latest dev diary. It's implemented and we will show it in the next video update on Thursday.

[url="http://bit.ly/SonOfNor"]son-kstindiedb.jpg[/URL]

 

THANKS SO MUCH for being there with us on the way and all the feedback we constantly get! It all helps us getting better.

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Congratulations to the whole team. I am positive that your goal will be achieved shortly.

I've made my pledge :)

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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.

[video=youtube;ud-B4mNV4HE]http://www.youtube.com/watch?v=ud-B4mNV4HE[/video]

You could really help us if you spread the word about our campaign ([url]http://bit.ly/SonOfNor[/url]) on Twitter or Facebook :) Thanks!

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We reached the $30k mark on Kickstarter yesterday. But didn't have any time for celebration as we were busy
[LIST]
[*]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
[*]
[/LIST]
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.
[url=http://www.kickstarter.com/projects/stillalivestudios/son-of-nor-the-world-is-your-weapon/posts/471243]stretch.jpg[/url]

We're on Greenlight now! Help us get greenlit and vote us up if you think Son of Nor has potential!
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=143053545]greenlight_browse_logo.jpg[/url]

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We'll stream a Son of Nor play session in a few hours. Come and look at some live action play. We prepared a little map to have fun and show the game mechanics.

Friday, May 17th
Session 1: 8pm CET (= 11am PST)
Session 2: 6pm PST (= 3am CET)

http://www.twitch.tv/stillalivestudios

Join us!

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Loooots of stuff happened again during our Kickstarter time. So here's the rundown:
[LIST]
[*]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: [url]http://bit.ly/SonOfNor[/url]
[*]We got 10'000 YES votes on Steam Greenlight! Go there and [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=143053545"]give us your vote[/URL], too!
[*]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. [URL="http://son-of-nor.com/Images/LoreDocumentChronicles.pdf"]Download[/URL]!
[*]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.
[/LIST]
[video=youtube;U0ML3YWn34w]http://www.youtube.com/watch?v=U0ML3YWn34w[/video]

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What we've been working on since the last update:

[LIST]
[*]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 [URL="http://www.youtube.com/stillalivegamestudio"]YouTube channel[/URL]. 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.
[*][B]Most importantly:[/B] 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.
[/LIST]
[video=youtube;8wR3HrvRzSc]http://www.youtube.com/watch?v=8wR3HrvRzSc[/video]
[SIZE=5][URL="http://bit.ly/SonOfNor"]>> Support our Kickstarter campaign[/URL][/SIZE]
[SIZE=5][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=143053545"]>> Vote for us on Greenlight[/URL][/SIZE]

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