Keeping a Game Studio on Course

Super God as a company is quite young but we’re already going through a good amount of changes. First off, we’ve recently switched our primary game concept from a relatively large platformer to a more manageable one. Secondly, we moved from our hand-crafted C++ engine to GameMaker: Studio. Finally, our programming department went through some drastic …

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Consider Talking

Consider talking. It is a very powerful tool, yet incredibly difficult to utilize. Getting people to talk about your game even in passing seems nigh on impossible, even when those people are your fanbase. They may even want to help you out in some way but might not realize that simply telling other human beings about …

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Reign of Chaos

Riptale started in a very odd way since it was a Ludum Dare game. We didn’t have any documentation for it at any point. Mostly we just did what felt right which can make sense in a small project. But as projects get bigger, so does the need for a real design document. Last week we finally got …

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How To Deal With Change

The last week has been chaotic. We decided to go with the concept of Riptale and start building an actual game out of it. There were, however, some changes. The resolution had to change. The pacing of the game was really spot on, but the 384 pixel width of the screen turned out to be …

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