Son of Nor - ChrisP
Butt-watching's over :) Sorry. It was fun while it lasted!

http://www.youtube.com/watch?v=QxdyCoYP_HA
Try and play 4 new game jam games made in 24 hours and look deeper into our daily routines. This week: Making the dev diary and our regular testing sessions. And since some people could only talk about the huge butt outside the Radir, we now gave the Horastes statue some clothes!
Son of Nor - Flint_6
Butt-watching's over :) Sorry. It was fun while it lasted!

http://www.youtube.com/watch?v=QxdyCoYP_HA
Try and play 4 new game jam games made in 24 hours and look deeper into our daily routines. This week: Making the dev diary and our regular testing sessions. And since some people could only talk about the huge butt outside the Radir, we now gave the Horastes statue some clothes!
Son of Nor - ChrisP
Have an inside look at our real life hack week and see some code from the pro!
http://www.youtube.com/watch?v=hLvxMvgNqVM

  • Our main dev Julian shows some code of how he implemented mass telekinesis. How do we manage to keep a clear line of sight? How does it work that rocks don't end up in front of each other?
  • CALLING FOR REVIEWS: If you are playing and enjoying Son of Nor, please write a review of our game in the Son of Nor Steam Store Page, we would appreciate it very much!

http://store.steampowered.com/app/264000
Son of Nor - Flint_6
Have an inside look at our real life hack week and see some code from the pro!
http://www.youtube.com/watch?v=hLvxMvgNqVM

  • Our main dev Julian shows some code of how he implemented mass telekinesis. How do we manage to keep a clear line of sight? How does it work that rocks don't end up in front of each other?
  • CALLING FOR REVIEWS: If you are playing and enjoying Son of Nor, please write a review of our game in the Son of Nor Steam Store Page, we would appreciate it very much!

http://store.steampowered.com/app/264000
Son of Nor - ChrisP


We released a new update this weekend!

Most notable changes are a new puzzle in the fire temple, that completely replaces the assembly line puzzle. The path to the wind temple is now a totally revamped gameplay (no more following Noldric and the Shrouded Figure). There are new side quests in the edge and the world now feels much more alive with little animals appearing here and there. Finally you can also see who's talking in the subtitles. And of course maaany many bugfixes.


Here's the full list of changes:
- In the lobby the level number will be displayed on the lower border of the level image.
- fixed scarab hole side quest issues
- fixed bug with wind-pushed fire burst not burning stuff
- Fixed bug that allowed camera to move below water surface.
- strongly improved rotation handling of sliding puzzle in wind-temple
- added "auto TK let go" on puzzle door in wind-temple when plates are locked in
- fixed bug with lasers going crazy in fire temple
- fixed unwanted deathfields in new terraforming puzzle in fire temple
- Featured Map has been updated to a different map and creates two new profiles.
- massTK now also uses levitating objects
- fixed several ghost behavior bugs
- ghosts now attach themselves at a certain distance (animation still missing)
- ghosts do not stun or make immovable anymore, they just slow you down
- improved the way mass TK arranges objects (no more vision occlusion!)
- fixed sand-dragonling reacting too strong to single tele push
- made players immune to single tele push
- fixed missing loca key issue in yant shaza
- increased steadfastness of players
- reduced terraforming impact of havoc explosion
- fixed issue with fire snake not triggering magic-listeners
- tree branches do not get stuck anymore (they are just too big for that)
- crushing walls now do also destroy smashable objects
- fixed light turn off issue in wind-temple at the obelisk puzzle
- fixed tanath looking position during last fight in level 01
- made aitharii egg in laangh not pickable by mass TK
- added energy lines to mirror puzzle in wind temple for a better hint on how to solve the puzzle
- added new dialog for people in the canyon of The Edge (at night) so they do not miss a side-quest
- showing "who is speaking" in front of every spoken line
- fixed bug where subtitle renderer background box was bigger than the text (more lines than there actually were)
- added additional quest state to lvl 0
- improved some small things in tutorial level
- The camera no longer penetrates the characters
- added "HOLD" to mass telekinesis tutorial action
- improved quality settings settings: maximum is now really the maximum possible
- water wave amplitude is now reduced
- added additional sub quests to wind temple
- overworked mirror puzzle to be better understandable
- adjusted difficulty setup
- Added sounds to the room puzzles in Taro
- fixed a bug where the ragdoll of a dead NPC was not visible sometimes
- improved experience in level00 according to user feedback
- List of available resolutions is now sorted in the options menu
- AI now reacts to rocks being torn out of a wall, branches being torn off of trees and similar events
- Added sound effects to a lot of visual effects and cutscene visual effects
- Added the correct sound events to the Sand Scorpion
- Added new environment sounds to "In too deep" level
- Fix for objects being pickable although they are behind the player
- added Kickstarter characters
- Fixed blocking bug in level 13 ("Raiders of the lost temple"), where the door at level
start was closed.
- fixed bug that in some cutscenes enemies could run to the player, resulting in a crowd
of enemies standing around the player after the cutscene
- finalized laser grid terraforming puzzle in fire temple
- fixed bug with "heavyObjects" bouncing around like crazy
- overworked TheEdge Night (level1-1)
- added new Sidequest to level
- overworked scarab hole quest and text in level
- fixed bug where you could look beneath the water surface in some instances
- fixed bug with goal point not being visible sometimes
- made fire tornado weaker
- overworked first Bossfight in Level 4
- fixed several missing physic material assignments
- fixed bug with creatures being thrown into the air when shot at
- made all spawnable dynamic objects collision aware (for collision events like
sound, shakes, etc)
- replaced closed doors in windtemple with real closed doors (not openable!)
- replaced prefabs of falling objects in first boss fight and made it less predictable
- massTK push will not ever affect any player
- made guards in level 5 destroyable by the wrecking balls
- small improvments of lightsetup in level 5
- several big stone prefabs are now behaving more like heavy objects
- fixed positioning bugs for shake and crawl attack in level 14 bossfight; shortened the
waiting time between some attacks
- replaced assembly line puzzle in level04 with new terraforming laser puzzle
- fixed cursor lock issues in splitscreen
- dialogs are now shown to everyone when another player is talking next to you (coop)
- fixed a bug where some stones in the Community Work sidequest in Level 1 could not be removed
- fixed bug when finding carrot collectibles (telling you you found it already, when you havn't)
- completely overworked level2a (wind-temple cave)
- fixed carrot issues in level06
- removed yellow screenflash effect in firespell
- repainted some dynamic terrain (sand missing) in level06
- sealed gate in level06 as long as you didnt talk to Tanath
- added a blocker guy with a new dialog to Level06 at the gate
Son of Nor - Flint_6


We released a new update this weekend!

Most notable changes are a new puzzle in the fire temple, that completely replaces the assembly line puzzle. The path to the wind temple is now a totally revamped gameplay (no more following Noldric and the Shrouded Figure). There are new side quests in the edge and the world now feels much more alive with little animals appearing here and there. Finally you can also see who's talking in the subtitles. And of course maaany many bugfixes.


Here's the full list of changes:
- In the lobby the level number will be displayed on the lower border of the level image.
- fixed scarab hole side quest issues
- fixed bug with wind-pushed fire burst not burning stuff
- Fixed bug that allowed camera to move below water surface.
- strongly improved rotation handling of sliding puzzle in wind-temple
- added "auto TK let go" on puzzle door in wind-temple when plates are locked in
- fixed bug with lasers going crazy in fire temple
- fixed unwanted deathfields in new terraforming puzzle in fire temple
- Featured Map has been updated to a different map and creates two new profiles.
- massTK now also uses levitating objects
- fixed several ghost behavior bugs
- ghosts now attach themselves at a certain distance (animation still missing)
- ghosts do not stun or make immovable anymore, they just slow you down
- improved the way mass TK arranges objects (no more vision occlusion!)
- fixed sand-dragonling reacting too strong to single tele push
- made players immune to single tele push
- fixed missing loca key issue in yant shaza
- increased steadfastness of players
- reduced terraforming impact of havoc explosion
- fixed issue with fire snake not triggering magic-listeners
- tree branches do not get stuck anymore (they are just too big for that)
- crushing walls now do also destroy smashable objects
- fixed light turn off issue in wind-temple at the obelisk puzzle
- fixed tanath looking position during last fight in level 01
- made aitharii egg in laangh not pickable by mass TK
- added energy lines to mirror puzzle in wind temple for a better hint on how to solve the puzzle
- added new dialog for people in the canyon of The Edge (at night) so they do not miss a side-quest
- showing "who is speaking" in front of every spoken line
- fixed bug where subtitle renderer background box was bigger than the text (more lines than there actually were)
- added additional quest state to lvl 0
- improved some small things in tutorial level
- The camera no longer penetrates the characters
- added "HOLD" to mass telekinesis tutorial action
- improved quality settings settings: maximum is now really the maximum possible
- water wave amplitude is now reduced
- added additional sub quests to wind temple
- overworked mirror puzzle to be better understandable
- adjusted difficulty setup
- Added sounds to the room puzzles in Taro
- fixed a bug where the ragdoll of a dead NPC was not visible sometimes
- improved experience in level00 according to user feedback
- List of available resolutions is now sorted in the options menu
- AI now reacts to rocks being torn out of a wall, branches being torn off of trees and similar events
- Added sound effects to a lot of visual effects and cutscene visual effects
- Added the correct sound events to the Sand Scorpion
- Added new environment sounds to "In too deep" level
- Fix for objects being pickable although they are behind the player
- added Kickstarter characters
- Fixed blocking bug in level 13 ("Raiders of the lost temple"), where the door at level
start was closed.
- fixed bug that in some cutscenes enemies could run to the player, resulting in a crowd
of enemies standing around the player after the cutscene
- finalized laser grid terraforming puzzle in fire temple
- fixed bug with "heavyObjects" bouncing around like crazy
- overworked TheEdge Night (level1-1)
- added new Sidequest to level
- overworked scarab hole quest and text in level
- fixed bug where you could look beneath the water surface in some instances
- fixed bug with goal point not being visible sometimes
- made fire tornado weaker
- overworked first Bossfight in Level 4
- fixed several missing physic material assignments
- fixed bug with creatures being thrown into the air when shot at
- made all spawnable dynamic objects collision aware (for collision events like
sound, shakes, etc)
- replaced closed doors in windtemple with real closed doors (not openable!)
- replaced prefabs of falling objects in first boss fight and made it less predictable
- massTK push will not ever affect any player
- made guards in level 5 destroyable by the wrecking balls
- small improvments of lightsetup in level 5
- several big stone prefabs are now behaving more like heavy objects
- fixed positioning bugs for shake and crawl attack in level 14 bossfight; shortened the
waiting time between some attacks
- replaced assembly line puzzle in level04 with new terraforming laser puzzle
- fixed cursor lock issues in splitscreen
- dialogs are now shown to everyone when another player is talking next to you (coop)
- fixed a bug where some stones in the Community Work sidequest in Level 1 could not be removed
- fixed bug when finding carrot collectibles (telling you you found it already, when you havn't)
- completely overworked level2a (wind-temple cave)
- fixed carrot issues in level06
- removed yellow screenflash effect in firespell
- repainted some dynamic terrain (sand missing) in level06
- sealed gate in level06 as long as you didnt talk to Tanath
- added a blocker guy with a new dialog to Level06 at the gate
Son of Nor - Kikitosaurio
In this dev diary we show you how we are giving more life to the world of Noshrac. We also take a look at Tri through our Indie Corner section!

https://www.youtube.com/watch?v=3xfJvKeAycc

  • We are starting to implement the animal system which will spawn random animals in the environment to give more life to the world and create more immersion.
  • As always we are polishing our work. This time we show you how we are fixing animations that cause overlapping of clothing with the bodies of the playable characters.
  • CALLING FOR REVIEWS: If you are playing and enjoying Son of Nor, please write a review of our game on the Son of Nor Steam Store Page, we would deeply appreciate it!
  • Indie Corner: We take a look at Tri of Friendship and Madness. Pretty awesome game! If you like spacial puzzle games, you have to check this out
Son of Nor - Kikitosaurio
In this dev diary we show you how we are giving more life to the world of Noshrac. We also take a look at Tri through our Indie Corner section!

https://www.youtube.com/watch?v=3xfJvKeAycc

  • We are starting to implement the animal system which will spawn random animals in the environment to give more life to the world and create more immersion.
  • As always we are polishing our work. This time we show you how we are fixing animations that cause overlapping of clothing with the bodies of the playable characters.
  • CALLING FOR REVIEWS: If you are playing and enjoying Son of Nor, please write a review of our game on the Son of Nor Steam Store Page, we would deeply appreciate it!
  • Indie Corner: We take a look at Tri of Friendship and Madness. Pretty awesome game! If you like spacial puzzle games, you have to check this out
Son of Nor - ChrisP
Take one of the closest looks into the development of Son of Nor!
http://www.youtube.com/watch?v=Xz-5HBAf9iU
  • On popular demand, we're showing our development process, daily routine and the tools we use to collaborate despite living on different continents. THIS is how we develop Son of Nor.
  • You'll see in this video that we're working on Oculus and emotic EPOC integration. Briefly. To all people waiting for that: We're on it :) Yeah!
Son of Nor - Flint_6
Take one of the closest looks into the development of Son of Nor!
http://www.youtube.com/watch?v=Xz-5HBAf9iU
  • On popular demand, we're showing our development process, daily routine and the tools we use to collaborate despite living on different continents. THIS is how we develop Son of Nor.
  • You'll see in this video that we're working on Oculus and emotic EPOC integration. Briefly. To all people waiting for that: We're on it :) Yeah!
...