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Devblog | Super God - Dev Blog
Looking Towards New Projects

We at Super God are already hard at work with new projects. Riptale still needs some updating with the Mac and Linux builds, but the people who cannot offer any help there are doing something quite different. First off, we’re at the pre-production stages with a game we’re calling Saint John. It is an action …

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Switching the Chisel Into a File

Riptale has been on Steam for almost a week now. The reception has been positive. The Riptale Soundtrack is also releasing on Steam today. It contains a bunch of bonus tracks, some of which aren’t in the game at all. We tried to fit every piece of material in there that was worked on during the …

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Release Creeping Closer

These blog posts are turning into checklists, but that’s how the last few weeks have felt like; one checklist after another. What has happened? Well, we moved again. And the state of AC in the new office suggests that we’re not going to be staying for long. It is quite strange how we haven’t been able …

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Thunderclap campaign in a nutshell

As you might know, Riptale’s launch date is getting closer. We decided to start a Thunderclap campaign to reach more people on that day. If you know what Thunderclap is, scroll down a bit to see a step-by-step guide for the process! Or just go to https://www.thunderclap.it/projects/55556-riptale-releases-on-steam  (Note: Make sure to click one of the …

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Riptale Release Date

This week’s blog post is a simple announcement, due to various more important tasks at hand. Riptale will be released on April 27th on Steam. Enjoy the teaser trailer.

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Full Steam Ahead

What a frantic week! The release of Riptale is creeping closer. We’ve been doing a lot of work in Steamworks… now that we actually gained access there. Check your spam folders, people, if you happen to have one (our service provider failed to provide them). Adding trading cards turned out to be more work than …

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Moving Lights From Front to Back

There was one specific section in Riptale that presented us with a lot of problems graphically. The Underground Forest. The issue was that due to the amount of vegetation, enemies and platforms were incredibly difficult to see. Some of this was by design. To put it simply, there’s a reason why soldiers wear camouflages. It …

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Achievement Unlocked

Since there’s no game made in this day and age that doesn’t have achievements, we also planned to include them right from the get go. For these purposes we’ve created a customized achievement system to suit our needs. This was done to ease achievement yielding process and some of them may yield an additional reward. …

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Projectile Tantrum

This week, the programmer of the Spitter Dragon enemy talks about how to face the math-heavy challenges of projectile trajectories. In the midst of brainstorming, came an idea of a stationary enemy that spits fireballs in an arc. This would be fine and dandy if it wasn’t for the fact that it meant I had …

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How To Hack Your Jump System

This week the programmer who adjusted the jump system in Riptale talks about the process. For gameplay fluency’s sake, we wanted to make it possible to perform a jump within a brief moment after passing a platform’s ledge and falling down. This can be done via a variety of methods, but the one we use …

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Dying In Style

This week, the programmer who engineered the dying effects in Riptale talks about the process. Instead of just destroying the player character like alpha version did, we decided to make an actual death animation for our brave-yet-foolish hero. When the hero’s health reaches zero, he will enter a dying state. With all character input blocked …

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What About The Next Game Project?

Riptale isn’t out yet, but we’re already looking forward. Since there isn’t that much art or design work left at this point, we can start to outline a new project. Concept art and discussions can go a long way when trying to make an idea feel more concrete. If you can start this process early, …

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Break On Through (To the Other Side)

It has been an interesting week for Super God. Suddenly, we decided to switch our office to the Oulu center. It has definitely shaken us awake a little bit. Now we work on the same floor with many other game companies. It’s a bit of a culture shock. The incubator at Kielo was clean and …

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Eyes on the Future

The Steam Greenlight campaign goes steadily on. No big surprises, nothing amazingly good, nothing dreadfully bad. Just pushing forward. Steadily. We’re currently in rank #22 (out of 2,380 games). What this experience has taught us is that getting attention without a publisher is really difficult. We have been trying to drive traffic towards our Greenlight …

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Greenlight Experience So Far

Riptale is finally on Steam Greenlight. Is it even possible to write that sentence without the word “finally”? So far the reception and amount of traffic has been really good. We’ve had almost 1,700 unique visitors in around 30 hours. However, the game is still on the front page of Greenlight. What happens after it …

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How Important Is Testing?

So, the Steam Greenlight didn’t happen, yet. What’s up with that? To be quite honest, it wasn’t anything big. It was just a laundry list of little things. The game wasn’t ready to be handed to a bunch of journalists and streamers. Who knows if it’ll be when we actually do hand it out. What …

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Giving GameMaker Studio 2 a Spin

The design department recently started to investigate possibilities for a new game concept and dipped their toe into GameMaker Studio 2. It is a huge improvement over GameMaker Studio 1.4 but obviously still in beta and therefore has a plethora of minor annoyances that perhaps are fixed before an official release. The biggest thing that …

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Do You Even Need Coverage?

Is this blog post late? Apologies. The week has been somewhat hectic. The press version of Riptale is starting to take form and we are trying to locate the people who might have an interest in covering it. There are so many outlets in form of streamers and YouTubers that finding the people who enjoy …

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Christmas Holiday Post Mortem

Christmas came and Christmas went. Not surprisingly, not a lot of work got done. On the other hand, all of us had a lot of fun.      On a more serious note, we’re trying to get our Steam Greenlight campaign going during January. We also need to switch offices. Exciting times!

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Enemies & Minigames

Graphics for Riptale are almost complete. The only things we’re adding at this point are minigames and enemies. The problem is that the programmers have way too much on their plate. The artists can quite easily keep adding sprites in the game, but implementing them in a way that’s usable in the end product is …

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