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Welcome to Noshrac. A harsh desert world where humankind is at the brink of extinction. You are a Son of Nor, a mage with telekinetic powers and the ability to bend the elements to your will, trained to defend the remaining humans from the onslaught of the Sarahul Empire and the perils of the desert. Solve puzzles using your telekinetic powers, venture through long forgotten temples, terraform the desert and fight to the death alongside your friends in this co-op fantasy action adventure.

Key features:

  • Terraform the sands of Noshrac to uncover secrets, overcome obstacles and create barricades.
  • Utilize telekinetic and elemental powers to solve ancient puzzles and triumph over the Sarahul threat.
  • Venture through ancient temples in search of mighty artifacts.
  • Fight alongside your friends (co-op, network/splitscreen) and find other ways to solve puzzles and thwart your enemies.
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Loudness Metering in Son of Nor Hiding From A Sarahul Patrol Lava Lake in Cinder Valley
Blog RSS Feed Report abuse Latest News: Son of Nor VIDEO Dev Diary - Looking Back At Magic

0 comments by ChrisPolus on Aug 18th, 2014

We're taking a look at how core aspects of Son of Nor evolved over the past 3 years! This week: The Magic System.

  • We're having a look at how the Magic System changed during the development of Son of Nor. It's an interesting view at game design and changing things to make them better.
  • Magic was the third core game mechanic planned for Son of Nor. The game was designed with these 3 powers in mind: Telekinesis, Terraforming, and Magic. And they're still present in the game.
  • Magic System v1: Spells were charged for a one time use by conjuring balls of sand in geometrical patterns (triangles, squares, stars etc.) This made the combat very slow since people were busy conjuring sand balls instead of using magic for the fight.
  • Magic System v2: We moved from a pattern-based casting system to a gesture-based system in v2. Draw magic lines on the ground to conjure fireballs, wind spells and shields. This worked more or less quickly. But it still took too long to do in combat.
  • Magic System v3: This one only exists on paper, fortunately. Since conjuring spells and combining magic was so slow in previous versions, we thought the solution to this problem was to let players create "macros" in an editor before you start the game. Sort of a Crazy Machines for spells. Instead of conjuring a fireball, make it stronger, add another type of magic to it for magic combination, we wanted to let players do that in this editor in advance and then only cast the final product. We quickly scratched this idea.
  • Magic System v4: Today's magic system is quick, fast paced and works great in combat. You don't have magic abilities from the start. You need to get the power of absorbing elements in the temples you explore during the game. Once you got the ability you can absorb the fire element from a fire place, the wind element from a dust devil and so on. Once absorbed you can use the power immediately 3 times without drawing, conjuring or arranging patterns. After casting a spell, an area of that power remains active to interact with other spells. This is important for spell combinations. Cast a wind push and immediately after it a fire burst to combine wind and fire for a fire tornado. It also interacts with the environment. Add fire magic to rocks to make fireballs. Cast fire on sand to get glass for additional ammo if you run out. You can also enhance this glass shard with fire magic, of course and thus, basically create your own fireball if needed.
  • Son of Nor is now in the Steam Store as Early Access version. Thank you for supporting us!
  • Watch the previous episode on Telekinesis.
  • Watch the previous episode on Terraforming.
  • Get into the discussion and join our forum: forum.sonofnor.com
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Post comment Comments  (0 - 10 of 64)
DAFFYDAFFY
DAFFYDAFFY Apr 2 2014, 11:54am says:

can we have a demo ?,please.

Just something to run about the game world and have a look :)

also make sure you have a good keyconfig,wasd is not cool.

+1 vote     reply to comment
RicardoValenzuela
RicardoValenzuela Apr 4 2014, 9:55am replied:

Hello! Currently we have a demo in our store ( Sonofnor.com ) which revolves around trying out the different gameplay mechanics, this demo has a cost since it was a Kickstarter backer exclusive item.

Also, we are aiming to go for a rather conventional and known key configuration, but we have opened up the possibility to set your own key configuration in the case you want to :)

+1 vote     reply to comment
Piemanlives
Piemanlives Apr 7 2014, 3:20am replied:

Before people bash the fact it's a paid demo, consider that it was originally meant for people who supported the development of the game, why should the rest of us get it for free right?

+4 votes     reply to comment
ChrisPolus
ChrisPolus Apr 14 2014, 3:00am replied:

Thanks Piemanlives :)

+2 votes     reply to comment
RicardoValenzuela
RicardoValenzuela Apr 7 2014, 9:07am replied:

Yes :) Thank you for your understanding and support!

+1 vote     reply to comment
shakespub
shakespub Mar 31 2014, 9:02am says:

Just found this game...looks great especially coop option...tracking!

+2 votes     reply to comment
JedJTL
JedJTL Mar 13 2014, 12:03pm says:

This looks awesome I'll buy it when it comes out :D

+2 votes     reply to comment
Jetcutter
Jetcutter Jan 26 2014, 5:03pm says:

will support, when available.

+2 votes     reply to comment
supragamer
supragamer Jan 19 2014, 5:01pm says:

Great progress on level design.
About telekinesis directly on ennemies, i think it gives too much power to the hero.
When ennemies are flying when hero make telekinesis on them, you should change their animations, as they are still playing a walking animation in the air.
About vehicle, you should instead create special gameplay zones, made for it like vast plains surrounded by rocks, or big circuit with dangers like lava, pifalls, falling/rolling rocks to avoid.Or use vehicle to travel between each map you enter why not.
Keep up the work.

+2 votes     reply to comment
RicardoValenzuela
RicardoValenzuela Jan 20 2014, 8:49am replied:

Thanks for the feedback! :D

+2 votes     reply to comment
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Son of Nor
Platforms
Windows, Mac, Linux
Developer
stillalive studios
Engine
Unity
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Sonofnor.com
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TBD
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Fantasy
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Latest tweets from @sonofnor, @sasgames

Are you in or near Austria and want to meet us? Come to #GameStageExpo We will have a booth there!!! T.co

Aug 19 2014, 1:19pm by sasgames

Special dev diary! Let's take a look back at the evolution of our magic system T.co Tell us what you think!

Aug 19 2014, 9:06am by sonofnor

@justkiel Yes, it didn’t work well for SON. Maybe we’ll do a game like that in some distant future, hehe :)

Aug 18 2014, 11:41am by sasgames

RT @justkiel: @sasGames great vid, a shame the construct-a-spell feature was lost. Though probably not ideal for the play style Nor is aimi…

Aug 18 2014, 11:40am by sasgames

RT @sasGames: We show the evolution of elemental magic in our latest DEV DIARY: T.co Interesting for all game designers!

Aug 18 2014, 11:24am by sonofnor

We show the evolution of elemental magic in our latest DEV DIARY: T.co Interesting for all game designers!

Aug 18 2014, 11:24am by sasgames

@Amanita_Design @Livelyivy and he's using a nice Sound Devices recorder! I like!

Aug 16 2014, 4:07pm by sasgames

@MITHicalGaming oh ! that's too bad! We heard you were going to coop with @Meisserawesomo let us know when that happens!!

Aug 14 2014, 9:10am by sonofnor

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