Chris Polus
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« Reply #200 on: May 21, 2014, 01:11:26 AM » |
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We were asked how our lighting setup looks like and what camera components we use. I thought this might be worth sharing. Wo here we go. We use Unity, so some things listed here are specific to it. Other things are generic and can be used anywhere.
For starters, we use one skylight that casts shadows as well as 2-6 additional directional light sources from different directions (no shadows) to improve lighting and simulate bouncing of light. This not only helps getting more interesting colors than with a single light and sometimes introduce contrasts but also makes sure we don't have any completely black areas. Those additional lights have a veeeery low intensity, they're just to simulate bouncing and give some color splash.
We also use some Unity features only available in the pro version of Unity on our camera. Bloom and glow for example. Then we put the whole screen through a tone mapper to compress colors further and in the end we use a commercial plugin called Amplify Color. The great thing about this is that we can make a screenshot, export it to Photoshop, use Photoshops tools to modify colors and set them how we want them, and send it back to Unity. The Amplify Color plugin maps all the colors to what we did in Photoshop.
Here's a Youtube link to Amplify Color
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Henry_Oswald
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« Reply #201 on: May 21, 2014, 04:24:57 AM » |
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Hey, found you here too! Small world it is. Oh, and thanks a bunch for talking about your lighting setup. I've been struggling in getting things to look the way I would like in my own game, so those tips were nice to see. Anyway, best of luck to you. I look forward to getting updates on this project twice as much. It's that dandy.
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« Last Edit: May 21, 2014, 04:31:50 AM by Henry_Oswald »
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Chris Polus
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« Reply #202 on: May 25, 2014, 05:36:18 AM » |
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Chris Polus
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« Reply #204 on: June 08, 2014, 08:55:53 AM » |
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Chris Polus
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« Reply #205 on: June 16, 2014, 08:48:29 AM » |
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Chris Polus
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« Reply #206 on: June 23, 2014, 08:52:11 AM » |
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laxwolf
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« Reply #207 on: June 23, 2014, 10:45:16 AM » |
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awesome! really glad to see it forming into a game, thanks for the update.
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Solo artist, modeler, designer, and programmer.
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Chris Polus
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« Reply #208 on: June 23, 2014, 10:53:37 AM » |
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thanks laxwolf appreciated!
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Guitarmatt21
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« Reply #209 on: June 23, 2014, 12:22:04 PM » |
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I didn't know you guys had a devlog! I was talking to whom I believe was Mike yesterday on reddit about the soundtrack to your game and thought the music was great. Good to see such a thorough devlog, especially for a 3D game.
Keep up the good work guys!
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Chris Polus
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« Reply #210 on: June 23, 2014, 12:32:00 PM » |
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Hey! Yeah we're doing this for quite some time now already! Cool that you talked to Mike, he made such a GREAT AWESOME track. All the stuff he does fits SO WELL. We're super happy.
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Chris Polus
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« Reply #212 on: July 07, 2014, 07:04:15 AM » |
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Chris Polus
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« Reply #213 on: July 14, 2014, 06:48:25 AM » |
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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
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Chris Polus
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« Reply #214 on: July 21, 2014, 10:39:07 AM » |
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Son of Nor will be available on Steam Early Access Thursday, July 24th! Also: Lots of sound and music 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
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unsilentwill
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« Reply #216 on: July 24, 2014, 02:05:56 PM » |
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Wow, it's been a long time since I've taken a good look at the game and there's been some excellent progress. Glad to see you all working hard for years on this.
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Chris Polus
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« Reply #217 on: July 28, 2014, 04:03:49 AM » |
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Thank you unsilentwill. I appreciate it very much.
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Chris Polus
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« Reply #218 on: July 28, 2014, 10:41:17 AM » |
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Son of Nor is now available on Steam Early Access! We're busy listening to feedback from the community and implementing it. - Son of Nor is now in the Steam Store: http://store.steampowered.com/app/264000/ Thanks for everybody's support in kickstarting us or buying the game now already! We're grateful!
- 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
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Chris Polus
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« Reply #219 on: August 04, 2014, 09:06:24 AM » |
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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
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