Dev Blog

Dev-Blog 224: Polishing up the Pictures!

06/15/2016

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Welcome back followers of the fearsome!

Hope you’ve been having an excellent week! This dev-blog we’ll be taking a quick look at our cinematic section and some of the polishing we have been getting done. It took a while to get the process right. Initially the original cinematic images were drawn much too big, to many details and way to much work was involved to end up with a pretty lack luster final product.

Now we draw everything at double 1080p and then crunch it down to the actual screen res with a bit more bleed so we have some wiggle room in the editing process.

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Above you can see a rough image and the final pass. Drawing the Jarl’s crazy transformation has been loads of fun. Handling bigger key moments like this allows us to get more expression and cooler camera placement.


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Here we also see that boosting the saturation really helps make the images pop and brings a lot more life into the images. With a little movement, some camera shake, chromatic aberration, and some sound, these sections are really starting to come together!

Recently we added a big, furry cape to the Jarl. It really helped him look oppressed. In the shot above we can see just how sad he is going over the books, I’m sure we’ve all been there! Hopefully with our Vikings bringing home the bounty we can change that around!


And as always, remember to hit up our Dev-Stream today at 4pm-6pm PST! We’ve been having a lot of fun creating characters, weapons and enemies alongside our great group of Oar Boys! So come on by and hang with a bunch of great people!

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And that’s it for this week! We hope you’ve all been well, the last few sections are getting polished up by Caley, and Nick is getting that online beast wrangled! So until next time, keep those cinematic sections polished up!

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 222: Roughing in Those Cinematics!

06/01/2016

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Welcome back followers of the fearsome!

We hope your week has been full of pillage and plunder as Slick Entertainment sails another Dev-Blog to you! This week we’ll be going over some of the ways we are approaching the last bits of polish in viking squad. The Cinematic areas! Now there isn’t too much of a story going on in Viking Squad and that’s on purpose. We found that players (and us included) didn’t really need too much justification for going around with cool weapons and beating up things. This was good news for use because that means that we only need to make a couple moments in our game have some exposition and hopefully the goofy actions in the rest of the game fill in the blanks.

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Above is some of our rough cinematic storyboard ideas. these are nice and loose and mixed around a bunch. Ones that feel right  are slammed with some quick colors. and chopped up and thrown right into the editor and can be controlled just like one of our puppets! This means we can add awesome stuff like chromatic aberration, screen-shake, and lighting.

I’ll be the first to admit that being atmospheric and cinematic is NOT one of my stronger skills. I can pump out a lot of content but not all the buckshot hits the target, luckily between the 3 of us here at Slick along with the support of the  skilled folks at Power Up Audio, we can get something pretty cool happening.

The original cinematic sections we built for the trailer were a little hard to handle and not very organized (mostly due to my lack of experience). But now we have some super cool and helpful changes added to the Waanderful Engine!

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Above you can see that every different shot in the sequence is under a different bone, by hitting ctrl+shift and selecting that bone it’ll select everything in that shot. This makes it super handy to move shots around and play with their length in order to make them fit better in sections. Keeping the effects and animations properly named and organized is something that is important as well because it’s easy to lose track of what’s going on when the puppets get this out of control.


And don’t forget that we’ll be Dev-Streaming today at 4pm-6pm PST! Come on by as we slam some more art down with our great crew! Ask questions about everything from art and design, to coding! Hope to see you there!

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So that’s it for this week! Caley has been getting the final boss experiences implemented and Nicks been working super hard on our Networked multiplayer so everyone can play with each other from around the world! Thanks for dropping by and checking out what we are working on, and until next time, keep those cinematic files organized!

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 221: Heaps of Riches!

05/25/2016

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Welcome back followers of the fearsome!

This week we’ll be taking a look at some areas in background art that we’ve been putting together as we polish up the last few levels in Viking Squad!

We’ve decided it’d be really great to show some of our Jarl’s crazy greed in the form of some massive piles of gold in the background. Trouble is, drawing massive piles of gold is pretty tricky if you don’t take some shortcuts and approach it a little smarter than usual!

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As you can see above, we start out with a big, slightly jagged pile, and then fill it in with a few smaller details and even some props to mix it up. It definitely took a few attempts to get it close to something I was happy with, it’s still a little rough but it definitely gets the point across! Drawing valuables in Viking Squad has always been a little tricky. They need to kind of “Stick out” and look shinier than  the metal bits on a lot of our characters. These piles have to perform double duty by being less obvious and hang out in the background to make scenes look more interesting.

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Another small thing that helps out these larger piles are smaller piles that are just simple enough to clot around our larger ones. It’s tricky for me to keep them simple because I tend to over design everything but I think they turned out alright! It’s always fun tackling these different challenges, this may not be the best way to handle the problem but it works out ok!


And today at 4pm – 6pm PST we’ll be dev-streaming again! Don’t forget to drop on by and hang out with the crew here as we sail closer to our ship date! We’ve been having a great time interacting with all of our squad mates and Oar-Boys so heft those hams and helmets today!

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So that’s it for this week!

Testing our networking. polishing up our last couple bosses and levels, and building some marketing material is what we have on our table! Thanks for stopping by and checking out our progress! And until next time, keep those treasures piled high!

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 220: Cramming in Character and a Duskers shout out!

05/18/2016

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Welcome back followers of the fearsome!

Hope you’ve had a great week! This time we’ll be hopping into the world of viking squad with some of the background characters we’ve been placing through the game.

My strengths have always been in designing goofy characters so for the last bit of polish we are adding some of them to the game.

We started in our first zone, where you hit the ice floes and the dark caves. Below there’s a couple ideas along with one little guy we built on the dev stream! These guys can appear during a difficulty swing to sell you stuff, or just be there in the background offering a new light source to spruce up the levels.

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As you get deeper into the caves there are crazy exploding mushrooms and shiny blue crystals. We wanted to show some reasons for the Snowclaw to be in there so we designed up a very crafty looking Snowclaw jeweler! These guys appraise the jewels harvested from the deepest caves and make sure the crystals that are brought back to the den are of the utmost quality.

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Adding these characters is a quick and easy way to add some fun to the more sparse areas in our zones. once implemented we’ll have a good idea of what else we’ll need to add to the other more lonely areas, and it also gives us fun and interesting things to work on with our Dev-Stream audience!


We’d also like to give a Viking Squad shout out to our pal Tim Keenan of Misfit Attic for releasing Duskers 1.0 today! Duskers is a super cool, low-fi survival game where you control drones from your ship in a lonely, post disaster space. You explore seemingly empty space ships with your trusty drone pals, upgrade them and try and avoid traps and strange creatures. It’s mysterious, challenging and has a super cool aesthetic. So a big congratulations Tim on your release! And check out his company’s site right here!

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And as always! we are back to our regular Viking Squad Dev-Stream programming! Hop on at 4pm PST-6pm PST for some searing hot art tips and fun Drawbarian times! See you there Everybody!

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And that’s it for this week! Caley and I are getting the final boss touches ready to go while Nick tackles the massive beast that is Networking. Hope your weeks have been going well and until next time. Keep on Dusking!

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 218: Subtlety in Lane-age and a Parkitect Shoutout!

05/04/2016

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Welcome back followers of the fearsome!

This week we’ll be taking a quick look at some of the polishing up we’ve been doing in Viking Squad as we sail closer and closer to shipping!

When we added a bunch of cool vertical elements to Vikings Squad it really made our areas look a lot more interesting but the way that the lanes “cut” into one another made for some lame visual stuff that really needed some touching up. Enter the lane-breaking dirt piles! Below you can see the problem highlighted on the left and some creative image placement on the right that really makes the space more robust.

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Since the levels are pretty much locked down it’s super easy to comb through our zones and add these small changes to things that are glaring. Sometimes it’s a little tricky to find things in the game that need visual polish because you have been looking at it for such a long time. Luckily it’s great having a team that voices things to you so you can find quick and effective solutions like these ones!

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Also we’d like to give a shout out to a very cool team of Indies that are making the awesome game Parkitect! Garret Randell, Sebastian Mayer, and our very own Bearded Bard Gordon McGladdery are bringing theme park building to the masses this may 5th! drop by their cool site and check out a great game built by great folks!

Click on the image below to check out their site, big congrats guys! Awesome job!

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And that’s it for this week! We Dev-streamed yesterday because I’ll (Jesse) be gone for a week! We’ll be returning with another Dev-Stream Next Friday right here at 4pm PST and then easing back into our regular scheduled programming. Hope you liked this quick look into our process and until next time, keep those cut lanes from making it into the game!

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 218: Subtlety in Lane-age and a Parkitect Shoutout!

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Dev Blog

June 22 2016

Welcome back, followers of the fearsome! This week I fixed a problem that has been popping up in our game every once in a while. Our game normally runs at smooth 60 frames per second, but every once in a while the game would start to stutter and just generally become very un-smooth, man. The […]