Dev Blog

Dev-Blog 172: Procedural Painting!

05/20/2015

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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.

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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.

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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!

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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!

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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: 0

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!

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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!

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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!

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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!

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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

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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.

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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!

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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!

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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!

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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: 0

Dev-Blog: 158 Oh! Those Zones!

04/15/2015

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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!

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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!

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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!

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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!

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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!

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: 158 Oh! Those Zones!

Dev-Blog: 157 Setting the scene!

04/08/2015

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Welcome back followers of the fearsome!

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!

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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!

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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!

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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!

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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!

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That’s it for this week! So until next time keep those scenarios full of interesting props and art! have a great one!

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: Comments Off on Dev-Blog: 157 Setting the scene!

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Dev Blog

May 20 2015

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 […]