Wonhon: A Vengeful Spirit is a paranormal stealth action game where you play as a vengeful spirit of a girl who was killed during a bloody and cruel occupation of her country. Now, she has returned from the dead. Gifted with powers from the Jeoseung Saja, the God of Death, she sets out to exact terrible vengeance.
Get revenge on those who took your life, and ultimately decide if the price you paid for revenge is worth it.
How I managed stress during the development and how's going before the release day!
Today - some thoughts on the main character design. From the start of development, I wanted the main character to have two different forms.
One of the things that I was happy to figure out was getting real-time shadows for compute shader particles in Unity.
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...
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.
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...
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...
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...
This is an area of exploration for now, but I thought I’d put this in the development log because it’s pretty cool.
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 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...
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...
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...
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...
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...
Sometimes you try to fix bugs and then your bug fix creates even more serious bugs…
I’ve been working on some realistic water for the game. Previously I created simple stylized water with scrolling textures at different scales, and...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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