|Our first podcast!|
The first PolyKhrome podcast is now available in the Behind The Scenes page. This is the first one from me as the chief developer, and here I talk about things such as a overview description of the game, the plot and theme of the story in the game, a little on the visual design aspects of the game, and some development in plan for the game, as well as some brief mentioning about the upcoming Cyka Kickstarter soon (which awaits my demos). You can expect more podcasts in the future and from more developers, and you can expect them to come maybe once or twice a month.
This podcast is about 1 hour and 53 minutes, as in this one in particular I'm explaining a lot for the first time, so I recommend that you listen to it when you have some time and are doing something menial, like surfing the web or something. I am considering breaking up this particular podcast into 3 or 4 parts, but for now, this podcast is available as is on two links (just in case one of them should ever stop working for some reason). The format of the audio file is MPEG-4, and the folder is zipped.
I think I did alright and I think I got a lot said how I wanted, though, I'll work on my flow a bit in speaking (better pace, less stuttering). The audio is pretty good quality, though I must apologize about the few instances of audio compression artifacts (little glitches) present in this podcast's audio occurring every now and then. I'll choose better recording settings next time. If you have any questions concerning something mentioned in the podcast, I'll take them here in the comments or you can e-mail me at email@example.com.
Also, today you should see some new concept art posted today. If for some reason it's not today, then surely expect them Sunday (Saturdays are my only days off). But I'm personally rather picky of what concept art I reveal and when, and I try to release a load of pictures at one time, but that's just me. I don't expect this of my expected team members soon. And speaking of that, I'm writing the post calling for collaborators at this page right now. I'll post an update when the page is up, and if you're a game developer (currently and specifically, a game artist), you can check it out then.
If I'm not able to return here today, have a good weekend, folks!