Chris Polus
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« Reply #160 on: October 13, 2013, 09:27:45 AM » |
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Thank you very much Pastywhite. Yep, it is. But I think the way we're organized now, the fact we have a Kickstarter crowd we have to satisfy and answer to, and that we've been on it for over 2 years and had plenty of opportunity of turning back makes things solid for us. We have a goal and this project stopped being a project on the side a long time ago. Of course it's easy to say. But I think we're on a good track. Thanks for keeping the fingers crossed. We appreciate it very much!
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Chris Polus
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« Reply #162 on: October 20, 2013, 11:02:10 AM » |
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Jam-packed episode about cluttering, Sarahul mages, scorpions, new player characters and work we do outside the game. Ricardo shows you around. - 2 episodes ago we had our 50th dev diary, which was a cool round number. This time it's #52. Since we do this every week, it's been 52 weeks, meaning a full year of dev diaries! Turns out we started earlier. Whatever, it's episode 52, we're happy and take every chance to celebrate.
- Beautifying a level (i.e. adding plants and stuff) is a long process. We haven't got enough manpower in that area. Ricardo is learning the ropes of Unity to help out.
- Ricardo shows the current state of the Bible of Nor. A combined art book / lore book that's going to be available digitally and as physical copy for backers of the collector's editions.
- The map of Noshrac is another asset Ricardo shows off. The map of the world of Son of Nor that's going to be printed as poster.
- Programming of the Sarahul mage is progressing. An enemy type that doesn't fight with sword or bow but can use magic.
- Ricardo shows an early stage of the scorpion enemy. An enemy we're working on for a long time now but have had multiple problems implementing.
- Ruben worked on a new player character we call the "Weathered Man"
- The new temples we're working on are progressing. What we could only show as a rough blockout in the past dev diaries is taking shape. Alex and Daniel are working on it.
- Get into the discussion and join our forum: http://forum.sonofnor.com
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Chris Polus
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« Reply #163 on: October 27, 2013, 09:29:28 AM » |
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Chris Polus
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« Reply #165 on: November 10, 2013, 04:14:00 AM » |
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Here's our update for the week. - More work on the game's menu. Before polishing it and making it pretty, the tech behind it needs to be solid. Especially translation of menu text is in the focus of this week's dev efforts.
- Menu in English and German are working. We're working on implementing the cyrillic script.
- Storing multiple elements worked already in the game, now we added a rudimentary visual representation to show the stored elements and the number of charges left. It looks ugly, don't look at it for too long.
- Physics based pressure plates were implemented that react to the weight placed on them. Example: A pressure plate reacting to 150kg of weight cannot be triggered with a 120kg rock. But if the player steps on the plate, too, bringing the weight over 150kg, the plate will work.
- We were at Devmania 2013 a month ago and participated in a 12 hour game jam (=an entire game was made from idea to implementation in only 12 hours). The resulting game was "Phoenix". A tower defense type game with no towers, but a giant burning bird and an egg you need to defend. We released here: http://stillalive-studios.com/projects/phoenix
How many waves do you survive?
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Chris Polus
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« Reply #166 on: November 17, 2013, 10:02:58 AM » |
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Cushion falls with the wind push or do double jumps! Happy news for our Fire Temple Camp Alpha and Sandbox backers! - Using wind push close to the ground when falling long distances will cushion your fall and reduce damage or even avoid death.
- Do double jumps by jumping and using wind push to push you higher in the air (unsure if this will stay in the game, we're experimenting with it)
- Experimentation with visual indicators for visibility. As sneaking can be a part of Son of Nor depending on the individual play style, one has to have an idea if one is visible to the enemy or not. The code is implemented but the art is still "coder art", so close your eyes and forgive us
- Sarahul can be really dangerous even in small groups! They're not the cannon fodder they once were.
- Some work was going on in Lur's Temple, or Yant'shaza (official name)
- The Fire Temple Camp level is ready and was submitted to the Humble Store for all the Fire Temple Camp Alpha add-on backers! Watch your inboxes as you'll get links and codes to download it soon!
- Sandbox backers! We've heavily updated the sandbox! We added new magic combinations, essence magic, wind push jumps, absorbing multiple elements and switching between them, a new loading screen to initiate multiplayer and single player games, and ENEMIES! If you want to join this ride, you can get the Sandbox for 5 bucks in our shop http://sonofnor.com/shop
- We're going to Spain! To Bilbao to be more exact. We've been nominated in 3 categories in the HóPLAY contest! Keep your fingers crossed for us, thanks!
- Get into the discussion and join our forum: http://forum.sonofnor.com
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Chris Polus
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« Reply #170 on: December 15, 2013, 08:26:36 AM » |
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New visual FX, enemy AI improvements and Fire Temple beautification. - Thanks everybody, we made it into the top 100 on IndieDB! Thank you! Now you can determine if we're worthy of the 1st place Vote for us here once again to bring us to the top.
- Adrian is puzzling together different townsfolk.
- Sini made decorated pillars for Yant'shaza with cool lizards.
- Jason added FX to our hardmud obstacle.
- An he also added an effect to the wind magic active area that indicates you can combine other types of magic with wind.
- The coder team improved enemy AI: Sarahul previously didn't see you when you switched to fire magic and had happily glowing hands of fire, which was strange. So now, even if you're hidden in the dark, when you activate fire magic, enemies will see you.
- We integrated new assets into the Fire Temple like doors installed by the Sarahul, guardian turrets that shoot moving things, force fields that hold metal pieces from the assembly line together, buttons, and the obelisk we showed months ago and looked totally different!
- Alex has started totally re-working the first level, The Edge. It's far away still but there has been some slight progress.
- We're experimenting with uSequencer for cutscenes.
- Get into the discussion and join our forum: http://forum.sonofnor.com
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ananasblau
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« Reply #172 on: January 07, 2014, 03:41:41 AM » |
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Chris Polus
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« Reply #173 on: January 07, 2014, 04:04:21 AM » |
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Haha, cool! Thanks for letting me know ananasblau! I wouldn't have had this on my radar otherwise. We're currently coming back from a Christmas holiday break. Aaah that was really necessary. Today is the first daily meeting again, I'll show it to the team, they'll be happy. Thanks again!
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Chris Polus
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« Reply #174 on: January 12, 2014, 10:27:21 AM » |
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Chris Polus
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« Reply #175 on: January 19, 2014, 01:39:57 PM » |
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This week's dev diary shows quite some updates, but most importantly we introduced a new mechanic that can basically turn you into Darth Vader. - Harness the elemental power of coffee with this very special and ancient relic. You can do spell combos with it too!
- Chris finally found a way to go over his problems with Mavericks+Unity and he's back on track with the sounds! this week, Fire Temple Sounds.
- Jason has been working on revamping some effects, the fire looks more fiery and hot, also there's a new enhancing objects with fire effect, and the tar pit is taking more shape.
- The Wind Temple is coming together with new assets being implemented. Daniel and Sini have been working hard on making this place look awesome. All temples are similar, but with each new asset, they look a bit different in a way. After all, they possess different elements inside.
- Adrian has been non-stop working on one of the playable characters, The Weathered Man. He has a big beard which means he is super cool.
- This week we introduce to you a new game mechanic, we don't want to spoil much, watch the video, you'll maybe see the dark side.
- Finally just for the funs, we show a small blooper of Ricardo messing around with the wind sailing mechanics, again, reference galore.
- Get into the discussion and join our forum: http://forum.sonofnor.com
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Chris Polus
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« Reply #177 on: February 02, 2014, 06:23:36 AM » |
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Chris Polus
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« Reply #178 on: February 09, 2014, 02:18:01 PM » |
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Programmers have been kicking it this week, creating more internal tools. - This week: new team member, our own cutscene editor, more concept art turned into 3D, some peeks at The Edge level, dialog system and NPCs talking, music in the Fire Temple.
- We're especially interested in what you think of the Fire Temple music, as this is the most important and concrete addition this week.
- Get into the discussion and leave your comments here, on YouTube, or join our forum at http://forum.sonofnor.com so we can discuss your opinion in our daily team meeting on Monday!
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Chris Polus
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« Reply #179 on: February 16, 2014, 04:45:03 AM » |
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We unbox our Tobii Eye-Tracking Dev Kit! - This week: Tobii eye-tracking dev kit, we're at EXPO GAMES in Bozen (South Tyrol) with a huge Son of Nor banner, in-game tutorial system is taking shape, new animation for grabbed Sarahul and new for running Sarahul, entrance to the Wind Temple, new sounds in the Wind Temple.
- We're especially interested in what you think of the improved animations, if they're going in the right direction, and the Wind Temple sounds.
- Get into the discussion and leave your comments here, on YouTube, or join our forum at http://forum.sonofnor.com so we can discuss your opinion in our daily team meetings!
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