Making Music to Elevate the Pixel Art

(This week’s blog post arrives a day late because Tuesday was a national holiday. Happy birthday to 99-years-old Finland!) Last week the soundtrack for Riptale got finished. The challenge with the combination of modern day audio tools and pixel art is restraining yourself from all the thrilling possibilities a plethora of plug-ins presents. We wanted …

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Lessons From 20 Years Ago

Dracula is dead! Symphony of the Night can be challenging at times, but compared to something like Order of Ecclesia, it’s still pretty easy. You feel kinda cheap using the Shield Rod + Alucard Shield combo to defeat some of the harder bosses, though. What is so interesting about Symphony of the Night? Why is …

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Visuals to the Max

The idea with Kumo was always that he’d be wearing a long scarf that’s wrapped around his head and flows in the air current as he flies through the caverns. You know, like Rambo doing ribbon gymnastics. However, the problem with a visual element that’s this elaborate is that it’s not very high up on …

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Color Me White

We finally got to the flipped castle in Symphony of the Night. It’s nice to play some old classics and see what they did right. (And wrong.) Meanwhile, we’ve been reworking a whole lot of animations for the game. The main character was already altered once after the Ludum Dare demo, but the project lead …

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Small Update

The last week has been us grinding towards the end product. The game still has a lot of unfinished pieces that need to be put together. It is, however, important to occasionally play some old classics  to see what has been done well in some highly valued titles. Everything is still very much unfinished. The …

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Snowy November

The past week we’ve been planning for our Greenlight demo. We need new levels but don’t want to make it too big for multitude of reasons. With a smaller demo it’s easier to make it more focused and concentrate on things that work and things that need improvement. Still, the mechanics that go into the …

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Take The Time

  Time is always against us. As game developers we want to make great things for people to enjoy but how much time can great things take? Can we afford to go overtime if the difference in end product is like between night and day? The usual situation is that game designers have a metric ton …

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Keeping Motivation High at the Studio

  Oulu Game Day was a success. Not that it had any right to be given the amount of time we had to allocate to testing. We got lucky. There were a couple a game-breaking bugs, but fortunately they didn’t occur too often. The game did freeze a couple of times, which is worrisome, since …

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Preparation For Unforeseen Disasters

Next Friday we’re attending a local event called Oulu Game Day. Granted, Oulu isn’t a big city, but a change to get any feedback on our game is one that we don’t want to miss. You can always have people on the Internet tell you what’s good and what’s bad, but if you want to get …

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Scrum Masters of the Universe

New sprint is upon us and we’ve tried to slalom around painters and construction workers who are working hard to make the building look as pretty as humanly possible. In the meanwhile, we’ve been doing our own construction work, trying to get the level generation working properly. The autumn mornings might be getting cold, but …

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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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Weekend Warriors at the Office

Ludum Dare happened during the weekend and we were up for the challenge with our associate, Mats Kyyrö. The whole period was pleasingly chaotic overabundance and lack of ideas, sucking us all in the whirlpool of frantic game development. The result was a piece of work called Riptale. We wanted to have a lot of blade action …

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Sneak Peek at the Progress

Here at Super God, we don’t just appreciate our artists. We love them. We’re trying to figure ways to most efficiently spend our money and happened to find a nice, cheaper alternative to those 22-inch Wacom Cintiq tablets. This here is Ugee 2150. Even though it has a few minor gripes to it (e.g. the …

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What to do with excess office furniture

For some reason offices with a lot of furniture seem to be more comfortable for creative people. Posters, furniture, and other random stuff lying around everywhere can inspire already artistic personalities to rise to even greater heights. Then again, if you are a programmer, an office like that might be your nightmare. This is our …

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