Dev Blog

Dev-Blog 175: Unlock that Gear!

06/10/2015

devblog_header08

Welcome back followers of the fearsome!

This week we’ll take a super quick look at some of the equipment we’ve been working on and getting into Viking Squad!

Unlocking gear in Viking Squad varies from piece to piece. Sometimes you’l have to take down a tough mini-boss or revisit an older zone and find some new areas where you haven’t been before! We really like the idea of hiding special equipment away in the game where players will have to experiment with treasure combinations or even armor combinations to unlock.

VS_silhouette89

Above we can see a couple of different combinations for armor and weapons on our shield viking. It’s a lot of fun to design new weapons and armor and come up with cool or goofy names. The first combination is for players that like to be a little tougher and have more health while the one on the right could be fore players that are confident they can avoid most of the trouble thrown at them.

Hopefully players can figure out what kind of players they are after a few trips through the zones and start making decisions on equipment based on their experiences. The enemies are tricky and can deal a lot of damage at once so it’s totally acceptable to stack up on armor and just laugh off those attacks.

VS_silhouette90

The blacksmith Clang (from Shellrazer) makes an appearance in Viking squad as your storage facility. Every time you unlock a new piece of equipment Clang can figure out how to make it for you! You’ll have to give him a bit of your treasure for resources but it will totally be worth it when you strap into that new boss weapon or helmet and get right back out there to do more raiding!

——-

And as always we’ll be Dev-Streaming today at 4pm-6pm PST! We’ll be working on the game and talking to our followers and answering any questions that come up to the best of our ability! It’s been a lot of fun and really rewarding doing the dev-stream so come on down and say hey!

VS_silhouette47

And that’s it for this week! We’re working really hard getting the game together so wish us luck and until next time; keep those equipment combinations favoring your playstyle!

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

Twitch: http://www.twitch.tv/slickentertainmentinc

 

 

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

Dev-Blog 174: A Foreground Approach!

06/03/2015

devblog_header08

Welcome back followers of the fearsome!

This week we’ll be taking a quick look at some of our background elements from zone 3! We use a combination of foreground elements that tile across the whole level to give the area a different feel so let’s check it out!

VS_silhouette87

Last week we Dev-Streamed the rough crypt graphics and here they are working together in game! These elements can be controlled through transformations to show more or less on screen. This is helpful if we want a particular mini-boss fight or obstacle area to feel more or less claustrophobic. It’s always good to remember what the player will be able to see at all times. Shown in the above image is also “Mix up” elements that help break up the tiling and keep it interesting looking. These can vary between the theme of the level because we have total control on what goes into the procedural.

VS_silhouette88

Here’s a sneak preview at one of our Draugr Tomb areas! The Green highlight shows how much is on screen and what will actually be blocking player view. It’s an interesting balance between looking cool and being visually functional as well. Either way, it’s a great excuse to draw gnarly branches and tombstones!

As usual when it comes to game development, the deeper you get into something the better you get at it. The lessons I’ve learned going into our 3rd zone interiors are going to be really helpful in making the first couple zones feel better as a whole and help add story elements to the background/foregrounds.

———-

And as always we will be live dev-streaming today at 4pm-6pm PST! come on down and hang out with the whole team and a pile of our audio guys! We’ve been having an awesome time meeting new people and catching up with old friends. We are always happy to answer any questions you may have so come on down!

VS_silhouette44

———-

And that’s this week’s Dev-Blog! hope you’ve liked the quick look into our approach to foregrounds and until next time, keep those front elements away from important game-space!

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

Twitch: http://www.twitch.tv/slickentertainmentinc

 

 

 

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

Dev-Blog 172: Procedural Painting!

05/20/2015

devblog_header08

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 visual space.

VS_silhouette84

wallbuilding_gif

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.

VS_silhouette85

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!

VS_silhouette47

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!

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

Twitch: http://www.twitch.tv/slickentertainmentinc

 

 

 

 

Posted by: Under: Art Work,Slick Entertainment,Vikingsquad Comments: Comments Off on Dev-Blog 172: Procedural Painting!

Dev-Blog 171: Another Art Process Post!

05/13/2015

devblog_header04Welcome back followers of  the fearsome!

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!

VS_silhouette81

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.VS_silhouette82

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!

VS_silhouette83

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!

————

And remember guys we are Dev-Streaming today at 4pm – 6pm PST! We’ve been having a blast running into familiar faces and meeting new ones so be sure to show up!

VS_silhouette44

and that’s it for this week! Hope you’ve like d the quick look into some more art stuff! And until next time, keep those sketches coming in quickly!

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

Twitch: http://www.twitch.tv/slickentertainmentinc

 

Posted by: Under: Art Work,Vikingsquad Comments: 1

Dev-Blog 170: Out Camping with Persistent Health!

05/06/2015

devblog_header08

Welcome back followers of the fearsome!

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.

VS_silhouette79

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!

VS_silhouette80

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!

———-

And remember that as always we’ll be doing up a Dev-Stream at 4pm PST today! Come on by and hang out with the whole team while we work on some more Viking Squad and answer any questions we come across!

VS_silhouette47

———-

And that’s it for this week! hope you liked our quick look into game development and be sure to stop by next week! Until next time, always keep those campsite rewards based off of player states!

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

Twitch: http://www.twitch.tv/slickentertainmentinc

 

 

 

Posted by: Under: Art Work,Slick Entertainment,Vikingsquad Comments: Comments Off on Dev-Blog 170: Out Camping with Persistent Health!

Follow us!

titlebutton_twitter titlebutton_facebook titlebutton_youtube titlebutton_twitch

Join our mailing list!

/ /

Dev Blog

June 24 2015

Welcome back, followers of the fearsome! This week it’s time for a rather mundane task: taking out the trash. Every project I’ve worked on seems to collect a lot of assets that were used in a test or generally assets that are just no longer actually used in the game. In most of those cases, it […]