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TIGSource ForumsCommunityDevLogsSon of Nor (OUT NOW / PC MAC LINUX)
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Chris Polus
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« Reply #140 on: July 21, 2013, 02:31:31 PM »

Phu, another week full of work done. AI is again the main topic in this week's dev diary. Still not perfect, but better than last week.

  • Sarahul communicate between each other during combat.
  • Sarahul have alarm mechanisms that alarm other Sarahul. See how it works and how they use it.
  • You can disarm the alarm mechanisms.
  • Introduction of the shielded Sarahul warrior. New and improved Sarahul model.
  • Learn about the behaviour of the shielded Sarahul warrior.
  • Son of Nor forums are live! Go there now and register!
  • As always, please vote for us on Steam Greenlight. This is very important to us.


>> Vote for us on Greenlight. Thanks!
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« Reply #141 on: July 29, 2013, 01:14:48 AM »

And we have a new dev diary for this week!
And yes, I'm also wondering why the titles of the dev diaries are so strange ¯\_(ツ)_/¯

In this week's dev diary we talk about:

  • Julian seriously discovered he can change fonts for the intro to make it look more techie, since he's the tech guy...
  • Things can now burn. We show a Sarahul tent that gets burned to the ground after treated with fire magic.
  • The player character now has all animations, no more sliding on the ground when levitating rocks and moving.
  • Jason heavily improved the fire particle effect. When rocks get enhanced with fire, it now looks so much better!
  • Sarahul are still a little dumb, they kill each other Sad
  • Throwing a burning object now looks like a cool comet Wink
  • Julian shows how to disarm a Sarahul alarm trigger with a fire enhanced rock.
  • Close-up rendering of a Sarahul sword.
  • We show the Sarahul arch mage boss - I think for the first time.
  • We completely re-designed the temples in Son of Nor. They always looked a bit too alien for the world of Son of Nor. Daniel sat down and drew new concepts for them, re-imagined. And we're very happy how this turned out. The new temples look much more integrated into the world, ancient, with carvings in the stone.
  • Julian gives you an in-depth tour of the fire temple camp level we're working on. Enjoy!



>> Vote for us on Greenlight. Thanks!
>> Join our forums and get into the discussion.
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« Reply #142 on: August 04, 2013, 04:33:06 AM »

It's been a busy week again.

  • We came a long way with our fire temple map. The lighting was adjusted, fire places were placed.
  • Sarahul now can follow waypoints and patrol an area.
  • We implemented a new environmental obstacle: the sand curtain.
  • Another obstacle, a wooden barrier that can be destroyed with only some of the player’s powers.
  • Distract Sarahul with a fire enhanced rock.
  • We fixed a bug where Sarahul would accidentally shoot each other Wink
  • See masses of Sarahul storming towards you.
  • We have an animation error that looks like if Sarahul hobble.


>> Vote for us on Greenlight. Thanks!
>> Join our forums and get into the discussion.
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« Reply #143 on: August 10, 2013, 06:35:24 PM »

Hey Chris,
I've been away from the forum for a while now, just came by to say I'm glad your project carried on! It's looking great now :D
Wish you all the success for the next step!  Grin
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« Reply #144 on: August 11, 2013, 12:49:11 AM »

Hey Peregrinus! Thanks for the uplifting feedback. From an internal point of view I think the progress is OK. I wish it would be a tad faster. But I think everybody underestimates how long it takes to make anything in a game Smiley Thanks again.
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« Reply #145 on: August 11, 2013, 12:51:51 AM »

We're still working on the fire temple and I think we can show some solid progress again this week. Although 2 people have been away the past 2 weeks. I guess that's the advantage of having a bigger team.

  • We added ambient sounds: howling wind, dark wind, broadleaf trees, water sloshing, fireplace and torch sounds.
  • There’s a new tutorial system we’re experimenting with.
  • You can pick apart special basalt columns.
  • The whole fire temple level was beautified further: we added trees, shrubs, little rocks and foliage.
  • Pottery is now destructible, too!
  • Jason improved SFX: wood barrier dissolves nicely in little pieces, wind triggers a dust cloud and flying pieces.
  • Sarahul now move if they don’t have a line of sight and continue shooting if the player is close to them. Unlike last week where they just stopped shooting.
  • Get into the discussion and join our forum: http://forum.sonofnor.com
  • And please vote for us on Steam Greenlight! It’s very important to us! http://bit.ly/SonOnSteam


>> Vote for us on Greenlight. Thanks!
>> Join our forums and get into the discussion.
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« Reply #146 on: August 18, 2013, 10:57:27 AM »

Preview time! We're getting very close to a first playable level with working enemies and a goal.

  • We are super close to finishing a playable demo for gamescom in Cologne next week: The fire temple camp.
  • We have most enemies, props, AI, effects, sounds, music in there. You begin to feel how the game will be – it’s so awesome when everything comes together Smiley
  • We added dozens and dozens of new things and made tons of fixes to the level.
  • Julian shows you the highlights, plays through and cuts together the best parts.
  • This level will be available to all people who pledged for the “Fire Temple Camp Addon” on Kickstarter
  • Get into the discussion and join our forum: http://forum.sonofnor.com
  • And please vote for us on Steam Greenlight! It’s very important to us: http://bit.ly/SonOnSteam



>> Vote for us on Greenlight. Thanks!
>> Join our forums and get into the discussion.
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« Reply #147 on: August 25, 2013, 10:36:41 AM »

Mike created some great music and there are great screenshots of behind the scenes stuff.

  • I was at demodays 2013 in Olten, Switzerland over the weekend, Julian was in Cologne at gamescom 2013 the whole week, showing off Son of Nor!
  • New temple concepts get realized, Daniel concepted a temple entrance, Sini started working on it.
  • New enemy type, more specifically a new type of Sarahul: Sarahul Seer. Daniel drew the concept, Adrian modeled and textured it. Ready for animation.
  • Our big enemy the sand dragon also got into the next stage. Concepts were finished by Daniel and Adrian was looking forward to model this guy for a long tome now! We show new pictures of the progress.
  • Daniel is about to finish yet another concept of a woman. She'll play a very important role in the game but we won't disclose what role exactly at this point in time.
  • Julian teased our first piece of music last week. In this dev diary I give this first track the spotlight it deserves. Credits for the music go to our composer Mike!
  • Get into the discussion and join our forum: http://forum.sonofnor.com
  • And please vote for us on Steam Greenlight! It’s very important to us: http://bit.ly/SonOnSteam



>> Vote for us on Greenlight. Thanks!
>> Join our forums and get into the discussion.
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« Reply #148 on: August 28, 2013, 09:24:52 AM »

We have 2 huge reasons to celebrate today!

We've been greenlit today! Son of Nor is coming to Steam! After our successful Kickstarter this is a huge dream come true! Thank you everybody for your votes. We're all smiling right now, talking about it in our perma Google Hangout.



Then, a few minutes later, we're watching the Unite 2013 keynote live, as Unity streams their event with YouTube On Air. And what logo do we spot in their keynote starting screen? Son of Nor was on of the games featured in that screen. A huge acknowledgement for us. I'm going to grab a bottle of champagne now, be back later.



And thanks again for all your support! Without all the help we've been getting during the last year it wouldn't have worked out like that at all!
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« Reply #149 on: August 29, 2013, 06:38:25 AM »

Congratulations and definitely well deserved Smiley
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« Reply #150 on: August 30, 2013, 07:04:03 PM »

Wow that is awesome! Congratulation indeed! Félicitation à vous tous! :D  Beer! Hand Metal Right
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« Reply #151 on: September 01, 2013, 06:51:09 AM »

Hehe, thanks Franklins Ghost and Peregrinus! Merci à toi!

And we don't stop. Pumped we're going into the next week. Behind the scenes we keep optimizing the terraforming algorithm. We’re trying to get it multithreaded, which isn't always working, as you'll see.

  • The new “please vote for us” banner that we wanted to sport this week is now obsolete. The banner is sad, but we’re happy!
  • Tobi is back! He was one of the early team members of stillalive. Then he submerged in university duties but got back recently. He is working on optimizing the terraforming algorithm and making it multithreaded. It should bring a nice performance boost! But such a process is not without bugs. It proves difficult getting multithreading under control. Especially with the terrain that's a very substantial part of the game. Some optimizations didn’t yield the wanted result.
  • Telekinesis was greatly optimized in its usability. Picked up rocks no longer block your line of sight and get automatically placed beside you instead of in front..
  • Placing objects in exact positions for puzzles is still possible by sensing what the player’s intentions are.
  • Tearing out rocks from walls doesn’t feel easy. We introduced a resistance that pulls you back and you really need to tear out the rock with force.
  • Daniel drew a more detailed face of the mysterious women we showed you last week.
  • We show a sneak peek of the Scarab Queen enemy. We’re still implementing it.
  • Get into the discussion and join our forum: http://forum.sonofnor.com
Beer!
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« Reply #152 on: September 01, 2013, 09:35:32 AM »

This game looks fantastic, Congrats on a well produced game! great execution of your ideas. So inspirational.
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« Reply #153 on: September 01, 2013, 09:43:40 AM »

Thanks HyPer128. It's always good to hear!
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« Reply #154 on: September 08, 2013, 11:32:02 AM »

We're another week into Son of Nor's development. And look! It's Ricardo's SECOND dev diary! Finally you get a break of Julian or me.

  • Kickstarter aftermath: We are counting every penny we get through our shop. Check how far in we are to the next stretch-goal
  • Julian has been working very hard this last week, he’s now integrated the ability to put various enhancements in the same object!
  • There’s also a new spell to check out, the Fire Snake. A combination between fire and essence.
  • Jason is back from his sick-leave and he is now working on more effects. Lava is one of them.
  • The Fire Temple is coming! Alex started working on it. It will have some serious action-puzzles and very interesting architecture. We have a sneak peek of the blue prints for you.
  • Get into the discussion and join our forum: http://forum.sonofnor.com

 Beer!
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« Reply #155 on: September 15, 2013, 06:40:33 AM »

Since we can finally test a coherent level, we do so and introduce regular testing sessions.

  • Chris tries welcoming you in Russian this week.
  • We set up Bugzilla to better track all the bugs we encounter from now on. Basecamp was not really designed for such a thing.
  • One bug is titled “Sarahul dancing around a place”.
  • All our programmers are working like crazy fixing those bugs and send tons of changlogs.
  • We established regular testing sessions. Every second Friday everybody quits their work and we playtest the level.
  • Suuuuper early blockout footage of the fire temple interior Alex is working on.
  • Jason worked on the Havoc spell. It’s the combination of fire, water, and essence magic.
  • Jason also created a geyser effect for our coast level.
  • Adrian is finishing up the ghost enemy that’ll roam the ghost city.
  • Chris wanted to finally reveal what’s up with the mysterious woman.
  • Get into the discussion and join our forum: http://forum.sonofnor.com

 Beer!
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« Reply #156 on: September 23, 2013, 01:55:39 AM »

Julian takes you through our efforts of improving the performance this week.

  • Alert: a lot of coder art is shown, so artists, brace yourselves.
  • The Havoc Beam: The ultimate elemental spell combination, it’s super, it’s powerful, and it’s still in the works.
  • Julian talks about performance optimization. It is very important to us that the game runs as smoothly as possible, of course.
  • The terraforming now runs on a different CPU core. We’re getting a lot more frames per second now.
  • Our biggest level was a little crazy and unplayable at first. We used far too many and detailed colliders. We optimized them to find the sweet spot between collision detection and frame rate.
  • Performance was also improved with the creation of occlusion culling data. In other words, only objects that can be seen are rendered.

Beer!
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« Reply #157 on: September 30, 2013, 06:38:22 AM »

Mucho mucho work is going on in our level blockout of the Fire Temple. Ricardo shows you areas and puzzles that are currently being created and tested. Of course, not always successfully.

  • We were working on physical and digital Kickstarter rewards.
  • We are participating in an Austrian game competition. Please vote for us! We put together a step by step guide here: http://bit.ly/SonSteps
  • Tobi made a video of him testing the programming of a puzzle we’re doing for the Fire Temple. It didn’t quite work.
  • Ricardo shows a number of puzzles within the Fire Temple level blockout as if he was there for the first time.
  • Some backers haven’t yet filled out their survey. If you’re one of them, please take 5 minutes to make sure you get your rewards! Thanks Smiley
  • Get into the discussion and join our forum: http://forum.sonofnor.com

Beer!
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« Reply #158 on: October 06, 2013, 11:58:16 AM »

We celebrate our 50th dev diary this week! Let's take a look at what we achieved in the last year and what's new this week. Looking back, it was a long journey Smiley

  • We're 50 and thus we're doing this for almost a year now! That's why we take the opportunity to look back at what we achieved since the first dev diary!
  • It's been a long journey with many ups and equally many and violent downs. We're still here and it seems we're going to go on Smiley Thank YOU for hanging in there with us, for being interested, asking questions, critically commenting on our progress (liking our positive progress, constrictuvely calling out what you don't like). Thank YOU for a great 50 weeks. You're awesome!
  • Many of us at stillalive studios work on Kickstarter rewards. Adrian modeled the Son of Nor medallion for the collector's edition backers. We produced two physical copies to check out the materials!
  • The mysterious woman you know all about went into the modeling phase and progresses nicely.
  • We show you another key figure in Son of Nor's story. The "Shrouded Figure". So we now have 2 characters we can't talk about. But we can show 'em.
  • A lot of work is going into the user interface (UI). Ricardo started doing flow charts and mockups some time ago and he now works with Jason to implement the first iterations, while Jason experimented a lot with layout, design and buttons. Many, many buttons.
  • The coder team fixed tons of bugs and improved overall performance.
  • Get into the discussion and join our forum: http://forum.sonofnor.com

Beer!
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« Reply #159 on: October 06, 2013, 04:39:17 PM »

This looks really great so far. And yeah I agree with what one of the first commenters said. It's a really ambitious project so keep the faith alive and keep chugging away at it.
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