This week we’ll be taking a quick look at some of the ways we populate levels here in Viking Squad! We are working on getting good looking interiors working in the game and are starting with walls and broad elements that will be taking up the majority of the visual space.
above you can see the basic set up on how we can paint walls in our levels. We start by making a simple tiling texture for the walls that need to remain pretty simple because we are going to be populating that space with stuff like windows and other decals to make them look cooler.
We can also make things like this Snowclaw bar build itself by painting! We can also randomize the things that we’ll be seeing on top of the bar in the procedural. This can keep our bars looking different every time you run by them and start your brawling!
And It’s that time again! Today we’ll be jumping on the Dev-Stream at 4pm-6pm PST! We’ve been having an awesome time getting to know our regulars and meeting new people interested in watching the creation of our game! Hopefully we’ll be breaking 1000 followers today! Come on by and tell your pals!
and that’s it for this week! Hope you’ve liked the quick look into our super cool tools! And until next time, keep those Snowclaw interiors cozy!
This week we are going to cover another bit of art process! Hooray!
Working on a game that requires as much art as Viking Squad can be pretty daunting as an artist. What’s pretty important is being able to keep up drawing for “fun” and keep your skills and imagination flowing properly. This is probably why I’ve always tried to be a fast artist first, so I can always jump on a fun side project in my spare time.
Working on speed also helps you think about rough shapes faster and generally helps with being spontaneous. A lot of the neater details in Viking Squad have been born right out of sloppy speedy sketches and improvising on quickly drawn shapes!
Here’s a rough sketch of our favorite Viking Squad Draugr! This guy came together pretty quickly with a couple rough sketches. The pose lent itself to have these interesting items like the hook and the candle. These elements don’t need to be set in stone or anything but it helps us get a bigger picture of what’s up with these baddies.
Here’s a tighter line pass, flatter colors and some shadows! not a lot of new ideas are generated here as the foundation of our drawing was already laid down in the rough sketch. Shadows help us see the big bulky shapes and get a better handle on our Draugrs when we draw them later!
and here’s the final details! Since this isn’t going right into the game as an asset I can play around with some texture overlays and this scan line filter I’ve been playing around with. It’s kind of a nostalgic thing because I remember watching cartoons on a Saturday way to close to the TV and these lines all over the image.
And that’s about it! These small little side projects help keep me amped on working on Viking Squad and even though they don’t go right into the game they can be used as promotional stuff and an interesting topic to dev-blog about!
This week we are getting together submissions for some upcoming events so it’s been all about polish and tightening up the experience! We’ve started implementing the idea of persistent health over the course of the destination that has really made things interesting. To combat the idea of low player health we’ve looked into some pretty neat solutions.
One thing we recently added to Viking Squad is Campsites! These are areas where players can relax a little and change the tempo of the game. When players come across the camping areas there’s a chance for them to fill up their healing potions and scarf down some delicious hams. Some campsites also spawn treasure goblins to tackle or even have equipment vendors show up!
In the picture above we can see a delicious boar being roasted over a fire as well as our trusty longship. We can artistically theme up these campgrounds to match the zone we are in, the boar could be a squid or a moose or anything we want!
But what happens when you’ve been such an awesome Viking that enemies haven’t even hurt you during your voyage!? Well we turn those healing hams and flasks into treasure of course! Controlling what we reward players based on their state makes running into a campsite great no matter what you’ve gotten up too!
So a huge congrats to the whole team that got this amazing title to launch. Touring around this game has been such an amazing experience that I wouldn’t trade for anything. So this week let’s just sit back and enjoy this great launch trailer from some fellow indies! And don’t forget to check out the game right here and the AMAZING sound track here!
And ANOTHER very cool Indie game came out from our friend Mike Gabory! Yep it’s that lovable action-jumper Jump Jet Rex! It’s out already and here it is in action! with a bunch of Music done by the very cool Danimal Cannon! Way to go guys!
Welcome back followers of the fearsome! This week we will take a look at our world map zones! This involves a whole bunch of artwork that needs to be scaled down and still look recognizable. It’s a bunch of work but is pretty cool so let’s take a look!
We try to keep each zone covered in relevant elements. for our second zone for example, we like to keep the Snowclaw’s culture in the large map. This will include things like Fishbier kegs, huts, carvings and totems relating to their love of fish and snowy home.
When we need to crunch these elements down into a big scale world zone it’s important to keep them feeling the same but not being too busy. We also have to consider our line weights as we will be zooming in and out whenever our players pick a destination. It took quite a few attempts to get this looking right, but after a while we settled on a flatter look with brighter colors and less lines.
It’ll end up looking something like this right here!
We can see that we have a lot of the elements we saw in the top image! Large greenrock fish totems, a bunch of pine trees and cliffs that emulate our gameplay zones and unite the game with the world map. We keep some larger areas blank and able to fit in the destination nodes, it’s also pretty easy to move elements in the artwork and the gameplay around to meet our specifications, if we for example want a cave level to appear near a cave we can move the nodes around to the right visual area. And that’s pretty much how we are tackling our zone maps! Phew!
And as always we’ll be doing our Dev-Stream today at 4pm-6pm PST. We’ve been having a great time streamiong with everyone and getting great feedback and discussion generated in the chat. We’ve been trying to get in touch with the Twitch stream community as well and there’s a bunch of local streamers right here in Vancouver! It’s always a great time so be sure to stop by and say hey!
And that’s another week here at Slick! Hope you liked our quick look at the art action of Viking Squad! keep those helmet-horns sharpened and your axes ready for raiding! have a great week!
Welcome back followers of the fearsome! This week we’ll be taking a quick look at some of the ways we populate levels here in Viking Squad! We are working on getting good looking interiors working in the game and are starting with walls and broad elements that will be taking up the majority of the […]