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Wonhon: A Vengeful Spirit is OUT NOW!

Wonhon: A Vengeful Spirit is OUT NOW!

Wonhon: A Vengeful Spirit

Get revenge on those who took your life, and ultimately decide if the price you paid for revenge is worth it.

Q&A with Sean: Part 3

Q&A with Sean: Part 3

Wonhon: A Vengeful Spirit

How I managed stress during the development and how's going before the release day!

Q&A with Sean: Part 2

Q&A with Sean: Part 2

Wonhon: A Vengeful Spirit

The best and worst parts about making a game yourself!

Q&A with Sean: Part 1

Q&A with Sean: Part 1

Wonhon: A Vengeful Spirit

What inspired and influenced me to make Wonhon: A Vengeful Spirit?

Main character design of Wonhon (May 5, 2021)

Main character design of Wonhon (May 5, 2021)

Wonhon: A Vengeful Spirit

Today - some thoughts on the main character design. From the start of development, I wanted the main character to have two different forms.

Blob shadows for optimization (February 12, 2021)

Blob shadows for optimization (February 12, 2021)

Wonhon: A Vengeful Spirit

One of the things that I was happy to figure out was getting real-time shadows for compute shader particles in Unity.

Leaf Physics (October 23, 2020)

Leaf Physics (October 23, 2020)

Wonhon: A Vengeful Spirit

Leaves were already in the game for fall scenes, and they already had some physics written for them. Previously it was just accounting for player proximity...

Assembling (June 1, 2020)

Assembling (June 1, 2020)

Wonhon: A Vengeful Spirit

This is a fun little thing I’ve been working on - spawning hundreds to thousands of an animal and assembling them into a larger version of itself.

Ghost chasing ghosts (April 27, 2020)

Ghost chasing ghosts (April 27, 2020)

Wonhon: A Vengeful Spirit

A change I made recently - killed enemies become ghosts and they chase the player around! When player gets caught, her qi gets drained and she returns...

Screenwarp (March 5, 2020)

Screenwarp (March 5, 2020)

Wonhon: A Vengeful Spirit

I found a cool way to warp the screen. It involves using a hidden camera that renders invisible particles or shapes with pixel distance embedded in them...

Shader animation (January 19, 2020)

Shader animation (January 19, 2020)

Wonhon: A Vengeful Spirit

There’s something so special using shader programming to animate little UI elements. Write a couple of lines of code for the GPU and look at all these...

GPU Physics (January 7, 2020)

GPU Physics (January 7, 2020)

Wonhon: A Vengeful Spirit

This is an area of exploration for now, but I thought I’d put this in the development log because it’s pretty cool.

Snow deformation (November 28, 2019)

Snow deformation (November 28, 2019)

Wonhon: A Vengeful Spirit

So far I’d been focusing on rain effects, but now its time to move on to snow. It’s almost December and the weatherman says it’ll snow tomorrow...

Rain detail (October 14, 2019)

Rain detail (October 14, 2019)

Wonhon: A Vengeful Spirit

Rain is a big part of what sets the mood in the demo levels right now, so it’s super important. I was using the built-in particle system in Unity for...

Dithering > clipping (August 17, 2019)

Dithering > clipping (August 17, 2019)

Wonhon: A Vengeful Spirit

Recently I made the camera zoom in while the player performs certain actions. This looked good in most cases, except when there are tall objects between...

Vertex Shader fun (August 15, 2019)

Vertex Shader fun (August 15, 2019)

Wonhon: A Vengeful Spirit

I really enjoy writing shaders that breathe life into the game world, especially vertex shaders. A vertex shader’s main function is to transform a vertex’s...

Dialogue System (August 8, 2019)

Dialogue System (August 8, 2019)

Wonhon: A Vengeful Spirit

Got the dialogue system working in the game! I’ve been meaning to implement this for a while, but I kept getting sidetracked by other features… also...

Faking volumetric lights (July 30, 2019)

Faking volumetric lights (July 30, 2019)

Wonhon: A Vengeful Spirit

Today, I decided I was going to add some volumetric lights into the game. I’ve used really clever solutions like Aura before, but I wanted something...

Ragdoll bugs (July 27, 2019)

Ragdoll bugs (July 27, 2019)

Wonhon: A Vengeful Spirit

Sometimes you try to fix bugs and then your bug fix creates even more serious bugs…

Water progress (July 17, 2019)

Water progress (July 17, 2019)

Wonhon: A Vengeful Spirit

I’ve been working on some realistic water for the game. Previously I created simple stylized water with scrolling textures at different scales, and...

Visuals and lighting (July 1, 2019)

Visuals and lighting (July 1, 2019)

Wonhon: A Vengeful Spirit

Originally I wanted to make the game look more like a painting, so I’ve been using an orthographic camera… but then I realized - wait a minute, I’m...

Funky effects (June 25, 2019)

Funky effects (June 25, 2019)

Wonhon: A Vengeful Spirit

I’m taking some time away from crafting gameplay and assets to work on some funky visual effects. I don’t know if I’ll use any of this, but sometimes...

Friendly fire (June 2, 2019)

Friendly fire (June 2, 2019)

Wonhon: A Vengeful Spirit

Possessing an enemy soldier and shooting his rifle at another enemy soldier is now working! This is pretty fun. Maybe a bit too easy, but I’ll balance...

Possession BUG (May 28, 2019)

Possession BUG (May 28, 2019)

Wonhon: A Vengeful Spirit

So I’m working on a ghost possession mechanic right now. Turn into a ghost, go into a soldier’s body, control him for a while and shoot other enemies...

Ghost Dash (May 10, 2019)

Ghost Dash (May 10, 2019)

Wonhon: A Vengeful Spirit

Got the ghost dash ability working! It uses up the ghost meter, so you can’t use it too much, but it’s pretty useful. Zipping around as a ghost-like...

Blood on enemy's uniform (May 1, 2019)

Blood on enemy's uniform (May 1, 2019)

Wonhon: A Vengeful Spirit

Enemies now bleed onto their uniforms as they die! It’s pretty hard to see, because of the top-down camera, but I like this detail. A little more realistic...

Interactive grass (March 12, 2019)

Interactive grass (March 12, 2019)

Wonhon: A Vengeful Spirit

Characters can move grass now. This was fun to figure out. Basically, I have an invisible circle with x,y,z directions embedded into RGB colors under...

Painting blood (March 7, 2019)

Painting blood (March 7, 2019)

Wonhon: A Vengeful Spirit

I’m painting with blood! I wanted to try this for a while, finally figured out a way to do it. Using a fairly small terrain texture (1024 x 1024) combined...

Bomb (February 1, 2019)

Bomb (February 1, 2019)

Wonhon: A Vengeful Spirit

I’m still brainstorming types of abilities and weapons the player will have, but here’s a fun one. A bomb! Basically, it’s a big sphere collider...

Multi enemies and corpse detection (January 26, 2019)

Multi enemies and corpse detection (January 26, 2019)

Wonhon: A Vengeful Spirit

Enemy AI is now functional! I made an AI director system that sets the patrol pattern for multiple enemies AIs. Plus, they react to corpses as well. It’s...