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!
Last Saturday we had an awesome time showing off Viking Squad at the Butcher and Bullock and wanted to thank those great guys over at Filthy Casual for the invitation! Also a huge thank you to everyone that checked out the game in between all the festivities! Our friend Jumpjet Rex even made a surprise visit in Viking Squad in the form of a stylish hat! Whoah!
This week we have a quick one about setting up scenes in Viking Squad! The areas our players will be visiting should always have some flavor to keep them interesting. Whether they be raiding a strange ritual, crashing a snowclaw party, or even alongside the rickety bones of a whale carcass!
Here’s a few elements we made for a draugr ritual level. We wanted it to be moody so we were sure to add some lighting solutions like blood-red candles and creepy ancient statues that reflect our Draugrs and all the bad stuff that they get up too.
It really helps to keep these elements away from hard black outlines so they compliment our enemies and characters instead of fighting with them visually.
Below is a challenge level with these elements in mind. Caley builds these levels to be a tough set of enemies or mini-bosses for our Vikings to tackle. Since it’s a single screen with no longship intro or outro we can focus on making the screen full of great stuff!
You can also see that background we had going on a few dev-blogs ago as well as some flame effects on our lighting solutions. Now it’s just going to be making these little scenarios for each zone! We’ll visit them soon and be sure to show you guys what we have whipped up!
And as always we got our Dev-Stream Wednesdays! come on by at 4pm-6pm PST for some great times and game-dev discussion with all of us here at Slick!
That’s it for this week! So until next time keep those scenarios full of interesting props and art! have a great one!
This week we are doing a quick one involving some of the artwork we have going on in the backgrounds of Viking Squad!
When designing backgrounds I tended to approach it like I did all my character stuff which was a BIG mistake. As an artist I rely on my lines way too much and it ended up making everything in the game clash. I never felt that I could get enough detail into the background elements if they didn’t at least have some line work on them.
But that’s why working with other people is so great! After telling me to experiment with line-less and more simplified background art we really started to get some much more clear stuff happening. Backgrounds were always a weak spot of mine so it was really helpful getting some outside advice. Plus, line-less elements can be scaled up way easier and not look out of place!
Here’s some examples of our basic set up. Each one of these tiling textures is going to be linked to the camera in slightly different ways so that they crawl past the screen at different speeds. We noticed that we didn’t have enough overhead elements or large, vertical objects so we started adding them to all of our zones. you can see some of that happening in the gif below!
Keeping our cartoon lines on our players and game space makes them a lot easier to see when the game really gets going. Our black lines help important elements pop-out and let the background actually behave like a background and not draw too much attention.
And it is of course Wednesday! So that means that we are going to be Dev-Streaming on Twich! Come on by at 4pm PST for a couple hours and talk with all of us here at Slick while we get our draw on!
So another week slays by here at Slick! We are super charged from our showing in Boston and can’t wait to tackle the rest of Viking Squad! Wish us luck and keep those axes sharp!
This week we are out taking in the sights of this years Game Developer’s Conference and then hitting up Pax East at the Indie Megabooth! Wish us luck as we brave the blizzard that is Boston and if you are over at Pax East be sure to stop by!
Until next week keep those axes sharp and those villages raided!
Welcome back followers of the fearsome! This week we gotta give a big shout out to Brace Yourself games because The Crypt of the Necrodancer is finally coming out TOMORROW! Yes! April 23rd! Yep! That’s right! The rhythm roguelike that won over critics and fans alike is going to be having a full release! It’s […]