Dev Blog

Dev blog 194: Scrappy Snowclaws!

10/28/2015

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Welcome back followers of the fearsome!

This week we’ll be taking a quick look into our Snowclaw’s tavern and seeing what kind of things the player is going to be running into!

Caley has been working hard to get our pillage-loop lean and fun and has been organizing all our zones into very crunch-able encounters that are going to be fun and rewarding to players. This breaks a lot of the areas into bite sized interactions that can be treated differently when I jump in with an art pass.

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Pictured above is one of our newer additions to the enemy roster! These Snowclaws spend most of their time training in the basements of taverns and fighting each other for glory and trophies. While working on them and seeing them pummel our vikings in the test levels we thought it would be a great idea to work in some dojo elements to our tavern level to mix it up! This allowed us to use some super cool props as well as change out some treasure ideas!

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Here we have one of the dojo areas organized into a chunk. These areas typically are quick little stops for players to snag a treasure or spend some of their hard earned gold. Because of the lack of enemies in these areas we can play around with more foreground interference for visual interest without worrying about the players missing out on fore-lane combat.

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And as always we’ll be Dev-streaming today at 4pm PST! drop by for some good times with the team and great people while we work hard to get Viking Squad complete! We’ve had a wonderful amount of people supporting us in following and subscribing and hope to reach even more fans of our scrappy viking game!

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So that’s another week gone by here at Slick! we hope you’ve enjoyed the quick looks into our game and until next time, keep your fists up when dealing with those Snowclaw pugilists!

Jesse_avatar64-Jesse

Twitter: Nick: @nickwaanders Jesse: @jouste Caley: @caleycharchuk SlickEntertainment: @SlickEntInc

Facebook: https://www.facebook.com/SlickEntertainmentInc

Twitch: http://www.twitch.tv/slickentertainmentinc

 

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Dev blog 193: Oh, Zone Four!

10/21/2015

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Welcome back followers of the fearsome to another wonderful Wednesday!

This time we’ll be taking a quick look at the 4th Zone in Viking Squad! We really wanted to take our cool vikings all over the place and put them in places the players wouldn’t be expecting so we could give them the idea that nothing can stop them from their pillaging practices!

Zone 4 takes place in a much warmer climate than our characters are used to. Here we can throw our heroes into canyons, across deserts, and have them pictured in a much more heated color palette.

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When we first start making zones It took a little while to get the rhythm down because our game loop wasn’t as solid as we needed it to be so we weren’t really ready to standardize all of our backgrounds. After working on the previous three, the fourth zone has finally started coming together in a way that feels good from the beginning.

It all starts in a test debug level that I create and start throwing down anything I can think of that will help fill the screen. This also helps us create an interesting palette right away so when we develop new treasures and enemies we can make sure that they stick out.

Another really cool thing that the editor has is the ability to control props and elements in the level with difficulty! What this means is that we could have small cacti during the earlier runs of zone 4 and massive scary ones when the difficulty ramps up with either a different bounty or something the player has done in order to increase the difficulty!

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We actually started working on this zone on our dev-stream which was a huge help because it got everyone collaborating ideas and our team putting up reference for us and everything. Bringing that kind of energy to something that I’m generally really weak at helps a lot!

There’s still a bunch of stuff to do with Zone 4, like landmarks, new treasures, and enemy assets, but blocking out all this stuff before diving right into asset creation. This can save us a bunch of time, an example below is when Caley mentioned that some of our ladders ended up looking far too much like telephone poles.

 

 

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And remember that we’ll be streaming today at 4pm PST! Dev-Streaming has been a really great time and we always look forward to running into new faces and old friends! Thanks so much for all your support!

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And that’s it for this week! Thanks again for stopping by and checking out what we’ve been working on and until next time, keep those zones full of cool stuff!

Jesse_avatar64-Jesse

Twitter: Nick: @nickwaanders Jesse: @jouste Caley: @caleycharchuk SlickEntertainment: @SlickEntInc

Facebook: https://www.facebook.com/SlickEntertainmentInc

Twitch: http://www.twitch.tv/slickentertainmentinc

 

 

 

 

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Dev Blog 192: Modular Mausoleum, Shout Outs, and Dev streamathon!

10/14/2015

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Welcome back followers of the fearsome!

This week we’ll be delving into our very spooky and Draugr ridden Zone 3! The 3rd zone in Viking Squad definitely has the most variation and has come together the fastest. Below you can see some of the modular pieces we have as well as an in game shot with lighting. It took a little while to get the “Vibe” of what a Draugr chapel would look like but after a few iterations it started to really fit in with the rest of the Viking Squad visuals! The first few tries were far too safe and a little dull to look at with their 90 degree structures, we needed to tweak the architecture to reinforce just how crazy this place actually is!

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Below there is a few shots of the zone variation. We’ve really wanted to make some of the areas outside have some trees in the wind. We’ve found that having some movement in the background helps a lot for keeping places visually interesting. Tiling textures for archways helps the lighting punch through behind and gives us some super cool pools of light while large places like the altars have a lot of depth layers behind the play space, hopefully conveying a grand space!

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And we need to do a shout out to our buddies over in Copenhagen, Beta Dwarf! They are making a very awesome game called Forced Eternal Arenas and are looking for some help from Kickstarter! Our pals at Beta Dwarf are really great people and their game was really well received at last year’s PAX East, so if you are interested in a deck-building brawler then hit their Kickstarter by clicking the image and help them out!

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And a very cool thing is happening this weekend! Our good friend Jasson McMorris of Siege Games is organizing a Game Dev Streamation! It’s a 24 hour game dev stream with some of the coolest Game Dev Streamers out there! We got invited to   participate and are looking forward to being a part of this very cool event! It starts October 16th and goes for a full 24 hours, we’ll be streaming at the end on the 17th during 2-4 pm PST! click the image for more information!

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And speaking of streaming, we’ll be doing it again today at 4-6pm PST! Get in there and hurl some hams and helmets around because we got partnered by twitch! Grab an oar and subscribe to our twitch channel to help support us in creating Viking Squad!

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Phew! That’s it for this week! Hope it was a good one for you, and remember to keep those Zone 3 locations varied!

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Dev Blog 191: Backgrounds Return for Posterity!

10/13/2015

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Welcome back followers of the fearsome!

This week we are going to do a quick repair job on the dev-blog as a server error deleted a previous post (gasp)! It’s all good though because it was a pretty cool post about how things are handled in our areas!

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As you can see above. We have a very confused Snowclaw prospector in our zone 1 cave and not much else. I was constantly struggling how to populate a level with visual interest and really needed a hand. Luckily Caley started mentioning “Landmarks”, these were areas where there would be something cool going on in each play through of the zone. It made me think about populating the levels in showcase moments instead of along the whole zone. Caley also came up with the idea of using cave art to cover those bleak walls, shown below!

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It was really cool because all of a sudden, with some creative placement, you could tell stories with these goofy illustrations and hint to the player what they could be expecting! This was a big help in bringing some cooler looking elements into our caves but we still needed some more things happening. Luckily Caley came again to the rescue with the idea that the Snowclaw are excavating out their history! That gave me a bunch of ideas to populate the levels with things that I’m good at drawing, like scaffolding, hanging boulders, tents, supplies and a bunch of other stuff! You can see a few examples in the image below.

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Now we are talking! The bland cave walls finally had some cool stuff happening visually and it gave our Snowclaws even more personality! It really helps to have people around with good ideas and to be able to ask for help when it’s needed. So with our new excavation elements crammed into zone one, we have a much more cool experience ready for all of our awesome players!

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And don’t forget that today we are going to be dev-streaming again at 4pm PST! So come on down and join us and our Oarboys! We recently becamed Partnered with Twitch and can now do really cool stuff like get subscribers and have our own custom emoticons on there! Hooray!

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And that’s it for this week! Sorry it’s just a recap but hopefully you found our journey in Viking Squad’s creation interesting! We’ll be back again next week so until next time, keep those cave zones populated with visual interest!

Jesse_avatar64-Jesse

Twitter: Nick: @nickwaanders Jesse: @jouste Caley: @caleycharchuk SlickEntertainment: @SlickEntInc

Facebook: https://www.facebook.com/SlickEntertainmentInc

Twitch: http://www.twitch.tv/slickentertainmentinc

 

Posted by: Under: Art Work,Slick Entertainment,Vikingsquad Comments: Comments Off on Dev Blog 191: Backgrounds Return for Posterity!

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Dev Blog

January 20 2017

I almost can’t believe it: Slick Entertainment is a decade old! In the last 10 years we’ve made a bunch of great games, and I am super proud of what we’ve achieved with our small team: 4 fun games, custom C++ engine on 6 different platforms, 3 games feature online multiplayer, all hand-drawn art for […]