Dev Blog

Dev-Blog 135: Getting that Glorious Gear!

10/22/2014

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Welcome back followers of the fearsome!

This week we’ll be taking a quick look at some of the very cool equipment customization in Viking Squad. We really want players to be able to choose gear that reflects their play style so we’ll be sure to give them a whole bunch of options.  Below is an image with all the equipment slots that we’ll be dealing with in the exciting world of Viking Squad.

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As you can see above we have our default armor set on our Shield Viking! Default gear is what you’ll start out with, it’s serviceable for sure but you want to go out hunting for new and exciting armor options!

-Helmets are going to have small changes to armor, health and damage. They are also going to look super cool!

-Shoulders offer greater changes in health, damage and armor and can be mixed and matched depending on what statistics you’d like to change on your characters. Some people might want higher health ratings on their shoulders and rely on armor from thier helmets while some other players might just want to look the coolest on the battlefield!

-Belts control how many healing flasks you can bring on a voyage. Flasks are a really big deal so it’s always good to invest in a sturdy belt!

-Weapons are going to be really rare and offer changes to damage and critical strikes as well as bring other variations to gameplay. When you discover a weapon in Viking Squad we want to make sure it’s a super big deal.

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Here’s a quick comparison to 2 full sets of armor. On the left is an earlier set of Leather armor, it’s a great boost to the default set with some more armor and a couple extra flasks to help you get a little bit further on your voyage. The silver set on the right is a more powerful set that gives greater armor and even a health bonus. Since players can mix and match you can equip whatever combination of gear you want to make sure your viking is set up just the way you like it!

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And don’t you guys forget that we will be Dev-Streaming today! Last week was a blast where we did flask design and created our Potion salesmen along with everyone in the stream. It was super fun so be sure to stop by today at 4pm PST!

And that’s it for this week! thanks so much for stopping by and checking out our cool process! designing  equipment is a whole lot of fun and we can’t wait for people to sink thier teeth into our expansive systems. Until next time, keep those equipment choices related to your play style!

Jesse_avatar64-Jesse

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

Google+: Nick: +NickWaanders Jesse: +JesseTurner Caley: +CaleyCharchuk

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

Posted by: Under: Art Work,Slick Entertainment,Vikingsquad Comments: 0

Dev-Blog 133: Trillions of Treasures!

10/08/2014

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Welcome back followers of the fearsome!

This week we’ll check out some of the process that goes into crafting our super valuable treasures! Treasures are big carry-able items that players will need to lug around the levels and bring back to their boats for sweet rewards and game changing effects!

When we start working on treasures we brainstorm a bunch of ideas, some are silly, some are serious, some are nods to other inspirations and games we like. It’s a really loose process but we end up getting a bunch of neat stuff that we can pare down later. The rough style is also chunky and rough which is a lot of fun to make art-wise and is good for rapid ideas.

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Above you can see a few small ideas for the treasures. We also want the treasures to be big and noticeable during the destinations and appropriately themed when necessary. The Snowclaws, for example brew Fishbier and maybe have a special stock in the back that is super potent and worth your viking’s time! The Draugr’s and their terrible grave side manner could have a solid gold tombstone kicking around or even a giant mage-stone that could hamper their casters when stolen! Doing up treasures super loosely like this really generates a bunch of ideas, some good and some bad but it helps start us out with a good amount of variety.

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With our treasures we want players to be able to make their own decisions when it comes to the risk reward. The money sacks above are a good example. The big one is obviously full of more gold and therefore is a more dangerous proposition than the smaller gold sack. If a player is low on health they may opt to do one more easier destination for the smaller gold sack than risk dying to a more difficult area and gaining nothing.

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Another treasure that we’d really like to get into Viking Squad is cursed treasures! These objects would permanently change the voyage you are on in a variety of ways. Some players may want a hefty challenge so would snag the cursed statue early, making enemies more powerful and even bringing new enemies and bosses into the mix! These treasures would be worth a lot but might make that voyage extra tricky or your gold gain hampered in some way. We are hoping that players will choose their destinations and potential treasures with this in mind, a cursed totem could benefit your end game but what if it stops you from getting there in the first place?

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Lets also not forget that we’ll be Dev-Streaming again today at 4pm! If you like quick art and talks with devs then come on down! We’ve been doing it for a few weeks now and are really liking it! today we may be tackling equipment, treasures, or enemy characters!

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So that’s it for this week! hope you guys enjoyed our quick little look into our treasures and be sure to check out the dev-stream and our blog next week! Until next time, keep those haunted treasures in check!

Jesse_avatar64 -Jesse

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

Google+: Nick: +NickWaanders Jesse: +JesseTurner Caley: +CaleyCharchuk

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

 

Posted by: Under: Art Work,Slick Entertainment,Vikingsquad Comments: 0

Dev-Blog 132: Time for a Trailer!

10/01/2014

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Welcome back followers of the fearsome!

Just last Friday we had a very cool announcement trailer over on the Playstation Blog! And this week we’d like to go over how the trailer was created! Just in case you haven’t seen it yet feast your eyes on it right below!

The trailer was built over the course of a couple weeks with hard work from the entire team. We got the insanely talented Marlon Wiebe to edit the trailer and animate all the cool stuff in there as well. The Power Up audio team worked along side us as well, adding a great soundscape and keeping the mix perfect. We also got our composer Gordon McGladdery to write a track specifically for this trailer, holy cow what a collaboration!

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The first thing we did is crank out a bunch of rough storyboards. This was a lot of fun to do because it’s super fast and super loose and you can quickly get an idea on the timing and everything with the trailer. We drew even more boards than this but chopped them out to make the trailer more clear. Once we had the the pacing down Marlon did a rough cut of the trailer using these loose boards so we could start making the music and building the actual assets!

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As the trailer was getting put together and music was being created, we started to make the final art that was going to be used. Marlon is also a great animator so we tried to make sure he had enough “parts” to work with on the more complicated images. Having the boards made it super easy to start working on the final art because the basic composition was pretty much done and we could just get right to making the assets.

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In the image above you can see that we built it for 1080p resolution and made some extra space on the outside so that Marlon could have a bit more flexibility when moving the images around. That’s how we get those great dolly track type movements in the trailer!

All in all we are super happy with the trailer and it seems we got some people excited about Viking Squad as well!

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And finally we wanted to wish Power Up Audio a happy 2 year birthday! They’ve been a huge help to a whole pile of people and really bring their A game to everything they get involved in. Happy birthday guys! Here’s to your success!

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So another week trailers by here at Slick! We are getting ready to really hammer out content and don’t forget that we’ll be Dev-Streaming today at 4pm PST! Until next time, keep those storyboards fast and loose!

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Jesse_avatar64-Jesse

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

Google+: Nick: +NickWaanders Jesse: +JesseTurner Caley: +CaleyCharchuk

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

Posted by: Under: Art Work,Slick Entertainment,Vikingsquad Comments: 3

Dev-Blog 131: Ranged Danger!

09/24/2014

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Welcome back followers of the fearsome!

This week we’ll be checking out some more enemy types and talking a bit about what the bring to the pillaging table! Enemy variation is really important to us on Viking Squad so we’d like to show you some of our enemy designs!

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Here we can see two types of ranged enemies. The  Snowclaw Boulder Cannon, and the dreaded Marauder Knife-man. Both of these guys will be hurling damage at your Vikings from afar in two different ways. Grenade type enemies, like the boulder cannon will lob objects in an arc. This could go over objects you’ve used as cover but could be slow enough that you can avoid them with a quick lane change. The other type is a more direct shot that travels along the lane at a greater speed.

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We’ve been playing around with these enemy types and are starting to find that they work really well along side our more classic enemies. The player needs to start learning when to avoid and when to attack these crafty ranged enemies.

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We also try and keep the types unique to enemy races. Here we can see that the arcing ranged Draugr hurls explosive heads at our heroes while the direct projectile is a more classic skirmisher. We also have the ability to tune these enemies specifically to add variety. The Draugr  Grenadier for example could deal much more damage or leave an area of flame on the ground that would continually damage characters.

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And Also another reminder that we’ll be streaming today!

We’ve been having a lot of fun streaming some art process and talking to everyone. So be sure to stop by today at 4pm! We’d love to chat a bunch about games, art, and design all while art-ing and chilling out to the swinging  sounds of our composer Gordon McGladdery!

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So thanks a bunch for stopping by! Another week sails by here at Slick! WE are also SUPER excited for an upcoming announcement this Friday so keep those keen Viking eyes peeled for that and until next time, be wary of those ranged attacks!

Jesse_avatar64-Jesse

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

Google+: Nick: +NickWaanders Jesse: +JesseTurner Caley: +CaleyCharchuk

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

 

 

Posted by: Under: Art Work,Slick Entertainment,Vikingsquad Comments: 2

Dev-Blog 130: Keepin’ it Universal and Streaming!

09/17/2014

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Welcome back followers of the fearsome! this week we’ll be checking out some of our very cool universal elements!

while we want to bring a bunch of different enemy races to viking squad, we also realize that we are not an army of animators and artists. Originally we were making a new puppet for EVERY enemy in our game, this was quickly becoming an organizational nightmare that required a lot of fragmented work that really needed to share the same animations and general art assets.

To solve this problem we came up with the “universals” base models that would have all the base animations like death, running, lane shifting, and landing from a fall. With the skin selection system we can hook up different sets of arms to the base puppet and have a bunch of different enemy types that are shown below!

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So we build the main enemy with no arms and animate the basics and then “Hang” the different gameplay arms on top of the  armless Snowclaw. specific enemies like mini bosses or strange shaped enemies will still most likely get their own puppets but a lot of the enemies can be taken care of with this system.

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Our system also still allows us to mix up fun elements like ears and mouths to mix up the enemies and make them more fun. This is the first universal we’ve been working with but it’s shown us what we can focus on in future badguys! Above you can see our knife-er with a few different neck elements, mouth parts, and even ears that will be randomized across all enemies in the Universal puppet. Super cool!

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Another fun bit of news is that we are starting to do development live-streams here at Slick! We have it set up and did one last Wednesday and it went super well! We usually will have other team members in the chat to answer questions and hang out with everyone. We also will be grabbing music from our very awesome composer Gordon McGladdery during the streams. If they aren’t too busy with their plethora of projects, those awesome guys at Power Up Audio have been known to stop by the stream and hang out as well!

So be sure to drop by on Wednesdays (Today!) around 4pm and on to watch some drawing and maybe grab some silly art tips!

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So another week pillages by here at Slick! Thanks a ton for stopping by and hopefully we will see you on the stream!

Jesse_avatar64-Jesse

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

Google+: Nick: +NickWaanders Jesse: +JesseTurner Caley: +CaleyCharchuk

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

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Dev Blog

October 22 2014

Welcome back followers of the fearsome! This week we’ll be taking a quick look at some of the very cool equipment customization in Viking Squad. We really want players to be able to choose gear that reflects their play style so we’ll be sure to give them a whole bunch of options.  Below is an image […]