Dev Blog

Dev-Blog 229: Map Action and Ikenfell Shout out!

07/20/2016

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Welcome back followers of the fearsome!

This week we’ll jump on some of the last touches we’ve been adding to that ever-changing world map! World maps are super tricky and constantly being updated and changed. Our areas have gone through quite a few face lifts and our old world map is a little outdated.

That just means we get to tackle it again! This time we push the camera right in and keep the player’s selection focused and bring out some of our more famous level elements in the zone continents! Below you can see that our new zone one drawing has some cool kraken tentacles, Snowclaw mining gear, and dig site tents! This will hopefully keep our players up to date on where they are adventuring and also gives us an excuse to have more details!

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And here’s another look at some of the specifics we can fit in with our new, larger zone images. The Snowclaw tavern entrance is pretty iconic with the twin fishbiers and the kings statue is one of the first things you’ll be running into in zone 3. Now that they’ll be easy to see on the world map players should be able to remember the areas a bit better and be more connected with their choices!

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And a quick shout out to our buddy Chevy Ray who has a mere 3 days left on his Ikenfell Kickstarter! Congratulations on reaching your goal pal! Of course more support means more stuff from that super charming game so go check it out early while you still can and help out a super great dev!

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And remember that we’ll be Dev-Streaming today at 4pm PST! Come hang out with the crew while we hammer out some more artwork for Viking Squad as we sail ever closer to shipping!

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And that’s it for this week! Thanks a ton for dropping by and checking out our progress. we are getting super close as Nick finishes up the networking on the PS4 (a one man army that guy is) and Caley tightens up all the encounters for maximum engagement! Hope your week had been great and until next time, keep those world maps in a constant state of being updated!

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 229: Map Action and Ikenfell Shout out!

Dev-Blog 228: Boiler Room Bonanza!

07/13/2016

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Welcome back followers of the fearsome!

We hope your week has been going by well as we here at Slick forge out the remaining bits of Viking Squad! We’ve been testing the online and it’s feeling really great as well as diving into our “Hard Mode” end game content and getting those final fights challenging!

This also gives us a chance to go over some of the levels with a bit of cool polish and artwork now  that everything is in the final stages. One of these areas that I wanted to touch up with some new art was the Snowclaw’s basement. This area is cool because it’s darker and has these neat hot coal vents in the floor that glow orange and send embers up into the air. There wasn’t a lot of supporting artwork there but we liked the idea so much we decided to make it a boiler room! The Snowclaws need a lot of heat to get their fish bier just right!

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Above you can see the steps and how great it is to be able to just snag screenshots and start adding elements right into the game! We are also lucky that the lore is fuzzy in Viking Squad so complicated plumbing systems still feel alright in our weird and wacky world. the slots in the boilers and stoves also allow us to have interesting pools of light and gauges offer some fun places to add small bits of animations!

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here’s a quick shot with some lighting and an idea of the modular pieces we can use to mix around and make whatever pipe patterns we want. The boilers really add a bunch of interesting shapes to this area so I guess they’ve done their job! As usual the images are drawn at a pretty high resolution so they can be scaled and twisted around to get more mileage out of the elements.


 

And remember that we’ll be Dev-Streaming today at 4pm PST! We’ve been having a blast interacting with our viewers and working on the game with an audience so be sure not to miss it!

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So that’s this week’s Dev-Blog! Thanks for stopping by as we sail ever closer to shipping! Keep those blades sharp and until next time, keep those boiler rooms interesting!

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 227: The Slab!

07/06/2016

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Welcome back followers of the fearsome!

This week we’ll be taking a look at a new addition to the main village in Viking Squad. We wanted something that changes during the course of your voyages to show your victories and help show the progression of your exploits! Below we can see the slab in all of it’s level 1 glory! There are some carvings embedded in the stone that make out a very rough star map. Tackling the challenges in Viking Squad activates these carvings and makes them glow!

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In this image here you can see that we wanted the slab to be made from the same material as our checkpoint Valkstones. These chunks of powerful rocks reset players revive state and allows you to choose where to enter a zone. After defeating the Kraken boss of zone 1, the constellation is activated and you can show off your new slab to all your friends!

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The green stones are a fun image system to revisit through the game. We came up with the idea that they actually came from the Bifrost plane and that’s why they are linked so strongly with the after life and players can revive fallen comrades after passing them. The Bifrost plane has been shaken up thanks to the release of Loki and that’s had some interesting effects on all the Valkstones around the world of Viking Squad.


And don’t forget that we’ll be dev-streaming today at 4pm-6pm PST! Come on by and see how Viking Squad art is hammered out and hang with the whole crew at Slick Entertainment! We’ve been getting a lot of really great visitors and our chat has been really awesome! See you there!

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And That’s it for this week! Nick’s been tackling the networking while Caley has been tightening up all the encounters. It’s getting super close guys so thanks for stopping by and checking out what we’ve been up to! So until next time, keep those slab constellations unlocked and glowing!

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,Vikingsquad Comments: Comments Off on Dev-Blog 227: The Slab!

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

Posted by: Under: Art Work,Slick Entertainment,Vikingsquad Comments: Comments Off on Dev-Blog 222: Roughing in Those Cinematics!

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Dev Blog

July 20 2016

Welcome back followers of the fearsome! This week we’ll jump on some of the last touches we’ve been adding to that ever-changing world map! World maps are super tricky and constantly being updated and changed. Our areas have gone through quite a few face lifts and our old world map is a little outdated. That […]