Son of Nor - Action RPG

Son of Nor
Telekinesis • Terraforming • Combination Magic

Hi, my name is Chris Polus and I’m the sound designer for Son of Nor, an upcoming game from stillalive|studios. We already posted this project in the Unity 3D forums under “Collaboration” as we were looking for additional hands, but as we progress and post updates I felt I better post them here in order not to spam the “Collaboration” space.

We created our first introduction video of our game. Check it out.

Video
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Game Description
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Son of Nor is a PvE multiplayer coop game for currently up to 4 players (split-screen, LAN, internet) that experiments with game mechanics. It has no UI, yet players have telekinetic powers, the ability to terraform, and multiple types of magic at their disposal. All powers have their individual tactical use and they can be combined to creatively prevent damage from or deal damage to enemies. For example, only basic magic can be invoked directly but basic spells interact with each other and can be combined to new, more powerful magical effects. Those can then be thrown at an enemy using telekinetic powers.

It’s hard to describe, watch the mini video preview!

Game Facts
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Genre: This is a PvE action / puzzle type game in a desert setting.
Platforms: It will be released for PC and Mac. Depending on the response we get, we might consider further platforms.
Release Date: no idea, we’re very early in the production process :slight_smile:

Developer Information
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Website: http://www.stillalive-studios.com
Facebook: https://www.facebook.com/stillaliveStudios
Twitter: https://twitter.com/#!/sasgames
Dev Environment: Unity 3D

What do you think?
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We’re looking for initial reactions. These are quite unique game mechanics and we’re heavily experimenting with them. We came up with lots of spell combinations and other interactions and would like to get the idea out to see if “we’re up to something here” and this could get good. None of the individual ideas are new or unique, we know, but we haven’t seen a game that combines these things in the particular way we’re trying to.

With all the “grind your way to success” type of games we wanted to create a game that really requires some skill to master. It’s not enough clicking the spell button and looking at a homing spell missile. Fast reaction is key. Recognize spells your enemies throw at you, invoke countermeasure spells and shields. Throw things using telekinesis, but mind the fast moving enemy players. You have to aim well. You can even help your team friends making their own spells stronger, work tactically in teams. Of course, everything is in a very early stage…

Are we up to something here? What do you think?

I’ll keep you up to date about our progress in this thread. With new concept art, screenshots or videos :slight_smile:
Thanks for your time, folks!

Chris

1 Like

This is looking awesome. I love the environments.
The particle modification/physics/terraforming etc is absolutely fantastic.

Well done.

Looks like a lot fun. I’m interested in what the future holds for this game

During our second to last development meeting where we sketched out some of the first maps you’ll see in the game, we were also thinking about additional gameplay elements.

The creature you see below is not a spell but a living thing. And it’s hungry. Instead of just battling other players on a map, at least in some areas of the world, you’ll find these sand dragons that might just have picked you as its next lunch package. So you need to watch out and hide early enough. We’re trying to bring more variety to the gameplay with things like this and make the world feel more alive.

There’s just this drawing at the moment. We haven’t scheduled the implementation yet or the way it appears and what exactly it does. We’ll see :slight_smile:

Awesome work so far.

Any plans on allowing telekinesis to push the player off of the ground to perhaps make super jumps or short ranged flying/escape?

Very original gameplay. Looking forward to more updates!

Hehe, hey that’s such a cool idea. Short range jumps with the blowback of telekinetic powers. Well, I think this could be fun. I’m not sure if this really fits into the lore and world for this kind of action RPG style game, but I’ll forward your suggestion :slight_smile: If Julian isn’t reading this forum anyway.

I’ve been away this week from the project, but development moved on it seems. Here’s a short update.

There’s an early concept video of a chaos/order spell to see how it feels in the game.

We also changed the sand dragon a bit. I think it’s not flying anymore but it’s more a worm sand dragon eating through the sand. Maybe I can dig up some new concept art on this :slight_smile:

This looks like it’s going to be loads of fun!

Really cool job!
regards

This is very cool. I saw the thread over at TGC and made me want to try Unity3D again and I am glad you did. :stuck_out_tongue:

Well I can’t wait until the end of 2012, I’ll be keeping an eye out for this. :slight_smile:

We are currently working a lot on the magic system and AI. At the same time our modelers prepare models for our next map and some variations of Sarahuls (which are the opponent race). Here some preview of the wip:

We are still in need for a level designer and an animator. If you are interested in joining us, feel free to contact us at:
application@stillalive-studios.com
More information can be found on our website: Join us!

This reminds me of Avatar! the cartoon/anime (whatever it is).

Concepts look nice. Movement looks a bit problematic, like the collider is fighting with something. Model shapes could be more bold and dynamic.

Great work and finally something different.

What an interesting concept! I think the game looks nice, but the game mechanics are what I think will make this game really special.

The concept and gameplay look so very good. I really hope the art and visuals improve, because without them this game wont get the attention it deserves.

Might I recommend you try going about a bit more stylized art-style, less realistic, more simplistic. This will make the are load a bit more reasonable for a small team.

Thanks for the comments. I’m not the art lead, but I’ll forward this thread so we at least read it :slight_smile:

Whoa! You’re actually working off a design document in an organized environment! Who the hell does that anymore?! lol

Have always loved minimal UI - ICO, shadow of collosus. The mechanics sound really neat and I love the PvP aspect that you’ll be exploring first.

I will be watching this VERY closely. Looking forward to seeing the progress.

Haha, was that first line a laugh or a compliment :wink: Never mind. Well, we just have those documents as sort of a log. When we meet or have Skype conferences and we discuss stuff, it’s hard to keep track, so we write it down. It may change dynamically during the development, but some things just get forgotten otherwise. It’s more a guideline than a spec. (At least that’s what I think.)

In other news. Priske415, we’ve got feedback in other forums too, regarding the visuals and some gameplay stuff. I was just skyping with the lead developer, who had heard similar comments, so we take it very seriously. We already addressed comments regarding the gameplay that it looks kind of slow in the video, which was right. And we’re seriously considering doing something about the visuals. Currently I think it’s a Unity standard renderer we’re using, and frankly, you were right saying that it looks a little bit generic. That it could be much cooler with some distinct visual style.

Having said that, we have a great concept artist, but we don’t have an artist who could really define the style and look in-game. Or in terms of technical shaders and stuff. All I can currently say is that we decided to play around with different things (washing out the colors so it looks more desert style, maybe adding some subtle outline shader to it to make it more cartoony, something along those lines to make the look more distinct).

If there’s anybody out there who would have an idea or experience with this sort of visual direction, we’d be glad to have a chat with you. Do you have any ideas? Please reply here, we surely could use the help in this regard. Thanks!

VERY much a compliment. :slight_smile:

I believe @Gherid_lacksGPS was referring to the fact that the level of professionalism shown by the use of a GDD is really seen, which is really a sad thing.

As for the art, washing out color and adding an outline shader is not what you want. If your looking to simplify the art and make it more doable you need to use simpler textures, not less colorful ones. Avoiding an outline shader at all cost is also probably a good idea. What I meant was just simpler shapes with sold color textures. Geometrically what I was thinking is just less visual noise, but before you do that your current 3D artist needs to work on his anatomy. If you could get me a perfect side view of the human character Id be willing to point out all of his current anatomical flaws with a draw over.

Take at look at Varmints as a possible model of aesthetic precedence.

Obviously the character design is different but, the scale / lighting / texture and overall mood seems conducive to your conceptual direction. See if you can find the children’s book, too. Beautiful illustrations, just gorgeous. This is the visual style that popped in my head upon reading / hearing your intent.