Friday, June 29, 2012

Update: What I'm doing right now?

Right now, I'm working on a larger demo that will feature three distinct terrain maps, with each one to specifically-tailored to showcase three of the most distinct and important aspects of the game.

Just for this demo, they run like different stages to select, though in the game, they'll be traversable seamlessly across one continuous world of terrains.  Each map in the final game will represent only a single region on a single continent.  For the demo, one map will specifically showcase the battle engine aspect, one will showcase the environment exploration aspect, and the last will show the resource-collecting/stronghold building aspect of the game.

Each of these will be important aspects that are stressed about this game, as this game will not only be a preview to those interested in seeing the biggest aspects of this game in action, but also as my biggest accompaniment to our Kickstarter (I feel that a mere video for this game is simply not enough--you need a good demo).

So far, I'd say it's about the demo is about 40% done, and I'm looking to get about 60 to 70% done by this time next week. Most of everything is not textured yet (I leave texturing last). Production will pick up in the next two weeks, as I work hard towards a checkpoint and as I'll be recruiting helpers pretty soon.

I'll confess that, though I have good experience in making games, everyday I grow from this process. This is indeed a learning process, as well as time to explore. Some things are second nature to me, while some other things are a whole new experience for me. Some things I'm finding I need to invent, as they're simply not out there, such as developing my blue grid in the game to conform to the form of the uneven terrain--that takes some problem-solving to think out.

I'm also preparing to employ my other service Powerhouse Game Assets next week. This is good, as I really want to get that rolling, too. If assets are sold, they'll be that much more help towards the production of Cyka.

It's not easy to be the director, the designer, the artist, the developer, the producer, all while striving to be the financier, being my own teacher about new things and being the promoter all at the same time, but it sure is one interesting experience, though one I'd be glad to share with other future PolyKhrome developers.

I have more to share later, but that's it for now.

- Brian

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