Showing posts with label Kickstarter. Show all posts
Showing posts with label Kickstarter. Show all posts

Tuesday, June 26, 2012

Sorry about the absence, folks!


Me Wacom gots broked.
My past two weeks in a nutshell...

Sorry for the long pause there (it's been almost two full weeks since I've last posted something here), but I've had to deal with some stuff.  Yeah, just stuff.  I've had to work with major Internet issues lately (like my Internet being off for almost a whole week and experiencing absolutely frustrating dropped signals when it's on), my Wacom graphics tablet is damaged and out of commission (I'll need to get a new one), and my computer's been strangely freezing and crashing a few times lately for no reason I can find (all to my greatest frustration).

But there's also been some good things that have caused a delay lately, chiefly with the news of Unity 4 coming soon, promising some features I've been waiting a long time for and that causes me to readjust plans (again).  Also, I'm finishing up the game design document (which was supposed to be finished like two months ago, I'll admit, but got pushed aside to production work), which will be provided to those who would be interested in joining Team PolyKhrome when I start recruiting.  And finally, besides just some more character models I'm working on, the demo itself really just needs some character animations, some more textures to complete the terrain, and enough game logic to present the basic gameplay mechanics, and it'll be done enough to display on Indie DB and polished enough provide for our Kickstarter (if all goes well with no more delays) sometime next month.

I'm preparing to upload some shots of stuff I've been working on for the time throughout the past two weeks.  And even though my graphics tablet is out of commission, I'm taking advantage of some other techniques to get as much of the job done as I can until I get another tablet as soon as possible.  But hopefully, aside from texturing, hopefully I won't need it too much for the completion of the demo.  I still want to get my Kickstarter going next month.  I never meant to be late with starting the Kickstarter for Cyka, but so unexpected delays have come my way, all I can do is adapt to them.  But some things have made the delays worth the wait, such as the news of the upcoming Unity 4, which I'll be talking about more in a separate post.

Anyways, that's all for this post.  I've got several more posts to do today, so I'll keep this one brief.  Thanks for checking back over the last two weeks, and sorry to keep you waiting.  But hopefully, from what I've got to show soon, you'll think it was well worth the wait.

- Brian

Friday, June 8, 2012

Update: Podcast is available and concept art is next

Podcast on Blogger
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 polykhrome@gmail.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!

- Brian

Monday, June 4, 2012

Update: Some production screenshots and delight for the UDK version of Cyka

Screenshot 01
Can't show you the textures just yet...


More development screenshots are available on the Screenshots page, down under the "Cyka Kickstarter demo (Unity version)" section.  These some screenshots are just something to give you to look at just for now.  They are just showing the wireframe models of the Unity-developed Cyka demo and using a placeholder sky texture, as the terrain model textures and sky textures are not yet finished.

But what's cool about these pictures is that they're showing one-fourth of the total map size for the playable region for the Unity-developed Cyka demo.  To give you a sense of scale, click on screenshot 03 below, look at one of the triangle faces, and place your mouse cursor within one--that's just about the size that one character will be on the terrain.  Now imagine about 50 of similarly-sized units engaged in confrontation with 50 other similarly-sized units, and you can begin to imagine the elbow room your playing field will be in this demo.

Screenshot 03
Screenshot 03


Some of this terrain map will be what actually gets left untextured and released for free use on the Unity Asset Store.  This entire map when finished textured and animated will be in the pack of three game-ready terrain maps made available for purchase for $10, provided with many prop assets to allow people to make it look like their own terrain.  We're not afraid of selling the terrain because the terrain in the final game will look better defined than the more general-purpose terrain pack and there will be so many terrains in the official game that will pale even this large terrain size in comparison.

Also in development right now for this demo:
  • models of several types of trees, rocks and plants are being made
  • high-resolution sky texture being created and rendered from scratch in a separate 3D program
  • initial character models are being modeled (animations come next)
  • concept buildings are being conceptualized in both 2D and 3D
  • creature designs are being done in 2D at the moment
  • textures for the terrains are being done carefully (but not yet shown here)
  • game logic for both demos are being plotted out
Again, more reveals of the Unity-developed Cyka demo are coming this week.

~ ~

Progress is coming along quite well for the UDK-developed Cyka demo as well.  So far, we've tried some tests of terrain as both generated using the heightmap terrain editor and as imported modeled terrain meshes, to weight out their advantages and disadvantages for us (some as memory usage, environment destructibility, ease of assembly, etc.), and we're definitely going with the terrain editor option.

UDK makes it pretty easy to create an impressive terrain quite quickly, so the test to be sure about our approach was worth the time.  Though, UDK is such a robust engine with tons of amazing features at your disposal, some obvious and some not-so-obvious, and personally, it's still quite the learning experience for me as the chief developer (currently the sole developer, at the moment).  I am proficient in using Unity, which I've been using for years, but UDK I'm rather new at--I've only adopted it this year--and so I want to be totally up to speed with UDK when I finally hire my team of developers.  Though, it's time-consuming learning while you utilize.

It's been worth taking the extra time to learn how to best utilize the engine--and thanks to a wealth of learning resources, that's been happening with no problem.  I'm mastering this engine quickly, and I can see how even more amazing this version of Cyka is going to be.  The original Unity-developed version will already be loads of fun (cross-platform-style), but this UDK-developed version of Cyka will be very amazing to experience on Steam.  The contrast between them will be one I think gamers will thoroughly enjoy.  (Of course, Kickstarter supporters who pledge at the $50 level will get both the Unity-developed standard Cyka (four copies of this version, in fact) and the UDK-developed Cyka: Steamed Edition.)

I can't wait to show you the work I've been working on so far!  Since I'm working on more than one thing at a time, I'm working non-linearly, going between different aspects and working on them a bit at a time, so that's why I don't want to show them off just yet.  But I'm sharing the untextured examples of my Unity work just to whet your appetite a bit.

- Brian

Wednesday, May 23, 2012

An early look at the Kickstarter pledge offerings

Kickstarter logo
Soon.  Very soon...

Here's just an early look at just what supporters of this game can expect to get in return for supporting development of Cyka.  We're also using this article as the main reference to the Kickstarter offerings to use with our Kickstarter page (because this list is too long to put on the Kickstarter page, so we'll refer readers to this list).  Please keep in mind that many of these are still works in progress and that their expected delivery dates will be announced on our Kickstarter page (which is being finished up):
  • At the $1 level, supporters will get a Cyka wallpaper, with or without the logo, for their computer desktop and mobile device, as our thanks.  Also, they'll receive their name placed on the interactive Hall of Legends on the official Cyka website (which is an explorable museum-like tribute correlating to the game).  (All pledge level supporters will receive this.)
  • At the $10 level, supporters will get the desktop version and the mobile version of the Cyka (digital DRM-free copy directly from PolyKhrome).  I'll even give them them my personal gamer tag, just so they can play against me, the creator of Cyka, online--and this goes for all levels supported above this one.
  • At the $15 level, supporters will get the desktop and mobile versions of Cyka: Cloud Quest Edition, which is the special edition of Cyka that features Cloud Quest mode, allowing exploration of the mysterious floating continent in the game (digital DRM-free copy directly from PolyKhrome).
  • At the $25 level, supporters will get the aforementioned desktop and mobile versions of Cyka: Cloud Quest Edition, plus a Kickstarter-exclusive gold-edition Commander Cyka option in each game (you can switch between a gold-color Cyka and the standard bronze-color Cyka), along with the official Cyka soundtrack.
  • At the $50 level, supporters will get everything mentioned before, plus the Cyka: Steamed Edition to enjoy on Steam, plus a signed poster print of a scene of the almighty blue grid falling on the battling units on the field (a picture will be provided).  We'll also send three of the supporter's friends a copy of Cyka: Cloud Quest Edition (non-Steam PC or Mac desktop version), to enjoy Cyka with each other online.
  • At the $100 level, supporters will get everything mentioned before, plus we'll customize the commander unit in the supporter's copy of the game after their request (to use with any faction).  They'll be the only one in the world with that model.  They'll also receive all purchasable downloadable content that ever comes for Cyka of any version, including Steamed Edition (more info on the DLC will be later provided).  They'll also receive the Cyka: Steamed Edition 4-Pack package for Steam, with one copy for themselves and three copies give to away and to enjoy with three friends on Steam.
  • At the $500 level, supporters will get everything mentioned before, plus we'll customize any one already-existing faction in the game of their choice completely tailored to their request.  These supporters will be the only one in the world with their specialized army.  We'll also send them a limited-edition highly-detailed stainless steel miniature figurine of Commander Cyka (their choice of 1 of 3 designs), with a glossy antique bronze finish to truly make the commander shine in true steampunk fashion.
  • At the $1000 level, well, we'll need to really step it up here.  Supporters will get everything mentioned before, plus we'll create an entire new downloadable continent in their honor (which they'll receive).  They can name it whatever they want, tell us what geographical features they want with it, and tell us what style of music they want for it.  And in addition to already creating their one-of-a-kind customized army from the previous pledge level, we'll create an entirely new faction of units after their request to go along with their new continent.  We'll help them design it well, because we'll create a small website and webstore just for them to sell their faction and continent as purchasable downloadable content and they'll keep 100% of those profits.  They can play with pride as other gamers explore the world and use the brand-new faction in Cyka they designed.  Supporters will also receive an exclusive collection of stainless steel miniature figurines of Commander Cyka (their choice of 1 of 3 designs) and four other figurines of the 4 types of units in Cyka's Knight faction: archer, brawler, swordsman, and heavy artillery.  They can let their miniature figurines shine in their glorious glossy gold-plated finish, presented on a beautiful plaque (beautifully-etched copper surface on a glass board) of our appreciation.
  • At the $5000 level (a limited reward - 10 available), supporters will get everything mentioned before, plus they'll get 50 copies of Cyka: Cloud Quest Edition bundles that each include 5 downloadable content packages and a royal outfit for Commander Cyka exclusive to those copies (valued at about $25 each bundle) to do whatever you want with them--sell them, give them away, or keep them (if you want).  They'll receive a copy of everything PolyKhrome ever produces (all our games, our purchasable downloadable content, our game soundtracks, and even our non-game stuff such as our animated feature of Cyka--everything!).  If they're another indie company/small business, we'll place their company logo and website in the end credits of the game, and give a special shout-out to their company website in the interactive Hall of Legends on the official Cyka website.  We'll give each of these supporters a special character cameo as special agents in our next game Deuces Wild!, with the character made after their image and their name listed in the ending credits.
  • At the $10,000 level (an exclusive reward - 1 available) the supporter at this point can almost have one of my kidneys.  They'll get everything mentioned before, plus access to the full assets to the entire Cyka game (their choice of the Unity assets or the UDK assets) in order to develop their own company's edition of downloadable content for Cyka to release commercially (royalty-free) to contribute to the franchise.  We'll also include their company logo with a special thanks in the opening credits of the official Cyka game from PolyKhrome.  They'll also receive a giant memorial in the Hall of Legends on the Cyka website, with their logo created in the form of a crest and their contribution told in the form of an ancient historical account of how they helped found the land of King Cyka's people centuries ago.  Also, as many members of the PolyKhrome as possible will plan with the supporter a day to visit them and we'll have lunch, chat about future projects of PolyKhrome, and, of course, play a few some rounds of Cyka together.
As you can see, we have quite a lot lined up for supporters who will help make this game reach its fullest potential.  We're not ready to disclose our fund goal just yet, because we wish to first show our work before we ask for anything.  PolyKhrome is working to create a good example showing just what supporters will get and providing some foresight as to just where their support will take this game.  I personally want this game to play myself, and so PolyKhrome is expecting nothing less than the best for this game.  Stay tuned for more frequent updates about the upcoming playable demos and the Kickstarter campaign pretty soon.

- Brian


[5/26/2012] Update: About the customization at the $100 level, supporters will have many available choices for customization for their commander units shown for them.  The commander units will be truly unique, nonetheless.  We have to point that out here because there's simply no way we could completely customized from the ground up for hundreds of people, which is most likely to get far more support than the higher levels.  The customization the of models at the levels higher than the $100 level, however, are completely customization to their models, as they are expected to have fewer supporters.

I also wish to make clear here that these customized models are just aesthetic customizations only--they will by no means operate differently than other models in the games and for the sake of the game, we will not make any units more powerful than the others.  The only exception somewhat, though, will be for any supporters at the $1000 level, where we'll help them define the attacks and movement styles of their newly-created faction for their newly-created continent in the game.  But again, there will be no major advantages given to these models over other units in the game, for the fairness of the game.

Update: EVERYONE will be able to play Cyka

Cutting straight to the chase, we're making two versions of Cyka so that anyone on any preferred platform can enjoy the game.  Excuse me.  [Writer does a little dance.]


One game, two experiences


One version of Cyka will allow gamers on PC, Mac, Linux, iOS, and Android to play together online cross-platform, and now, we've already began creating a version of Cyka that will be exclusive to Steam called Cyka: Steamed Edition.

We've said earlier today that we're working on two different playable demos for Cyka.  Well, this is why we're doing such--to provide a playable example of each version of Cyka, to show our supporters a good taste of what they'll be supporting soon.  And really, this came to us just as a great solution.

Cyka: Steamed Edition


As we've mentioned before, Cyka: Steamed Edition will be a special version of the game built just for Steam to best take advantage of Steam's features.  One problem we were having in making Cyka available for Steam was that it wouldn't be able to play cross-platform with other non-Steam versions of the game, namely the mobile versions, and so we wanted to make a special version for Cyka that would justify being available only just for Steam.

But what's new about the development of this Steam version of the game is that now it will be a very different experience from the original non-Steam version.  While the two versions of the game will play the exact same way in terms of gameplay, the major noticeable difference about Cyka: Steamed Edition will be that it is created using the Unreal Development Kit, and so it will have visuals in a league of its own compared to the standard Cyka game for non-Steam versions built with the Unity Engine (which will still be one beautiful game).  The environments will be noticeably more destructible and interactive as well.  It will feel like its own game because basically it is--it's a version of Cyka built uniquely with UDK from the ground up.

In addition to the visual upgrade, Cyka: Steamed Edition will be able to utilize Steam's matchmaking service, Steam Achievements, Steam Leaderboards, Steam Cloud save service, co-op multiplayer and in-game chat (though some of these features will be on the non-Steam versions, too).  As the Steam version of Cyka will only be able to use Steam's platform Steamworks, the game will cost lower than the non-Steam desktop version of Cyka, it will include the Cloud Quest mode, and there will be free exclusive content for this version as well.

Unity-developed Cyka
Pick your store soon...
UDK-developed Cyka
...now soon including Steam!


Recap


So, let's recap just a bit at what we're looking at here:
  • Cyka (standard desktop version) (PC or Mac standalone; Linux supported via web browser version)
  • Cyka (standard mobile version) (iOS or Android)
  • Cyka: Cloud Quest Edition (PC or Mac standalone; Linux supported via web browser version)
  • Cyka: Cloud Quest Edition (iOS or Android)
  • Cyka: Steamed Edition (exclusive Steam edition for PC and Mac)
Phew!  And then you can also include the free browser-based game, Cyka Free (a scaled-down single-player single-mode version of Cyka with four playable maps and is totally free to play), but that's merely to a scaled version to whet gamers' appetite for the one of the richer multiplayer version of Cyka.

But how?!


But you might be wondering, "How are you now able to do this now?  Weren't you having problems with using the Unity game engine before?"

Well, we're able to do this now because after many hours of searching, we finally found a solution to the problem we were facing before in dealing with Unity's terrain system (two simple little scripts that solved our problem were sitting in the back of a Unity forum, waiting).  But now with Unity back as an option, while we sure didn't want to abandon using Unity (in order to keep Cyka truly cross-platform), we also didn't want to abandon this new version of Cyka we started developing on UDK--which before our solution we were looking at being the only version of Cyka to develop then.

But then we remembered that we were looking for a way to justify having our game on Steam, which wouldn't have allowed cross-platform gaming to non-Steam games (such as a mobile version of Cyka).  We had already had this idea of a "Steamed Edition" on the backburner of our ideas for quite a while now, but we recently just put the two situations together here.  We wanted to do this version of Cyka using the UDK that we started making and we always wanted to have the Cyka experience available on Steam.  So, in light of just recently finding a way around our problem with Unity Engine, we asked ourselves, "Why not make make this UDK-developed Cyka be our Steam-exclusive version of the game?"

So these two ideas just came together so beautifully and just in time for our Kickstarter crowd-funding effort!  Cyka: Steamed Edition finally gives us a way to justify both building a UDK-developed version of Cyka and providing an exclusive version of the game for Steam as well.   It fits in well with our development planning, and though it's taking a little readjustment to our Kickstarter plans (again), we think it'll be well worth it.  (Plus, we also really didn't want to give up that rather clever title--I mean, "Steamed Edition," for a special edition of a steampunk-themed game that'll be exclusive on Steam?  There's no way we're letting that one go!)

Supporters can get them all!


Many of our Kickstarter supporters can receive both the non-Steam and the Steam version of Cyka.  But we're making this so that any supporter both during and after our Kickstarter campaign receiving any version of the game can fully enjoy the rich experience that is Cyka--and you'll get to taste that experience very soon.  No matter which version you pick up, you'll enjoy the game, and no matter which version you'll have, you will have thousands of gamers to play with.  We will explain just what offerings we have in mind for our Kickstarter supporters on the next upcoming article.  Stay tuned!

- Brian

We're working on two demos to present with our Kickstarter


The title says it all.  We're working on two different playable demos to present as the example of Cyka that we'll be seeking some support with through Kickstarter.  This is something we've been planning for almost four long months now, and really, we want to kick our Kickstarter into final production pretty soon.  More details about the Kickstarter while be revealed soon (some later today, in fact), and we've got some great offerings in store for supporters (we're talking just plain awesome stuff), but we just have to say that the demos comes first.  Without these demos, we feel there's no selling the game with support through Kickstarter, so we've been taking our time and extra care on developing these demos.

- Brian

Friday, May 11, 2012

Update: Change of plans (and what it means)

I've tried.  I've really tried.  But for this game Cyka, the Unity Engine's just not working out.  Simply said, PolyKhrome just needs a better game engine for this game.  We need a better toolset with more options like better texturing options, tessellation and advanced lighting features and a far more memory-efficient terrain system.  We like the Unity Engine and really would like to use it, but PolyKhrome would rather have a successful game than an abandoned project due to us wasting time trying to find ways past Unity's technical limitations.  So now Cyka is being developed with the Unreal Development Kit, and really, we probably should've gone with this from the beginning.
Ah, the relief!
Now, with this change does come some changes in our plans as well.  The immediate change is that the targeted platform is reduced, because UDK currently only supports development for PC, Mac, and iOS.  So Cyka development will focus on those platforms.  The iOS version will still play cross-platform with the PC and Mac version.  We're losing a couple platforms here, but we're going with what's going to help make this project successful with completion, and that's UDK.

Another change with this switch, though for the better, is that Cyka is going to get a major graphical boost now--something closer to the original vision for Cyka, in fact.  In fact, thanks to UDK's memory-efficient terrain system, we can make the world of Rhye in the game feel bigger and livelier than ever.  In fact, that's largely part of why we're switching.

The biggest reason why we're switching is simple: Unity currently makes it quite difficult to create a game of Cyka's scale for both desktop and mobile platforms.  While we could just make the 100+ explorable regions in Cyka as meshes, the process would take just way too long to do, and we want to get something playable pretty soon.  Trying to work around the technical limitations of Unity's terrain system would cost us too much time and effort, and we've got a goal to meet.

As usual, this effects our plans with our upcoming Kickstarter soon, as well (which has been in planning for about three months now).  It takes time to set up a Kickstarter, because you have to do a lot of planning (and re-planning).  Believe it or not, we'd only see about 50% of any Kickstarter funds going towards the actual game development, due to various costs.  Kickstarter wants 5% and Amazon would take 3-5% for credit card processing fees, and then there's applicable taxes, pledge offering production costs, shipping costs, 5% going towards KickItForward, and now a 20% royalty to give to Epic Games to figure into the costs (they consider such efforts as Kickstarter as applicable for royalties).  But we'll get to that pretty soon.  In fact, we really need to get our Kickstarter started by this month.

Before we can start talking about Kickstarter and go through with raising financial support, we have to show them something with promise, and UDK's definitely going to help us there.  I want people to totally love this game as much as I love it.  We have to sell this game just right.  We want to make sure that perfect is what folks will get.  UDK will help PolyKhrome do this.

- Brian

By the way, this effectively ends our platform poll.  Thanks to those who participated.

Sunday, March 25, 2012

Some new details about Cyka

Here's some new details about PolyKhrome's debut game Cyka:
  • This game defines a new sub-genre of real-time strategy games, quite unlike anything out there.
  • Though this game is genre-defining, it will strongly appeal to those who like online RTSes and RPGs.  If you like such games as StarCraft II, the Fire Emblem series or Fallout 3, you'll love this game.
  • The game is a high-end indie game ("AAA indie game") featuring a highly-stylized realistic style, to be beautifully rendered by the Unity Engine.
  • The single-player Story mode is about 20 hours long (which is impressive for an RTS game).
  • In Conquest mode, the game goes on while you're offline and your stats are affected.
  • The game comes with a PC/Mac standalone version of the game, along with an additional iOS/Android version of the game.  This will allow players cross-platform gaming on the road to play others online regardless of platform and access their Conquest mode game stats online from their mobile devices.  (A Linux computer version of the game would be supported via Chrome Native Client version of the game.)
  • This game will be made to look beautiful no matter what you play it on.  Whether you play it on your high-end computer or your smartphone or tablet.  It will feature special consideration for controls and graphical capabilities for netbooks and ultrabooks.
  • This game will feature a stellar soundtrack that truly make the atmosphere of Cyka as fantastic as the game plays.
  • This game will be DRM-free.
  • There will eventually be online tournaments and hosted events at indie gaming conventions around the U.S. and Canada (similar in the vein of StarCraft tournaments).
  • PolyKhrome will enter the 15th Annual Independent Games Festival in 2013.  (Even though this game won't be 100% finished by time for submission in Autumn 2012, there will still be enough of the game finished to showcase it.  We are confident our game will win the grand prize.)
  • The commercial release for Cyka is targeted at Autumn 2013.  (This is about 6 months more than originally planned, but the game is pushed back due to a new larger scope of the game planned.)
  • The expected price of the game is about $9.99.
  • This game will be supported by a Kickstarter fundraiser (which is currently being organized).  Early supporters of Cyka will receive special editions of the game earlier in Summer 2013 than the regular release targeted at Autumn 2013, which features exclusive special edition characters (exclusive to early supporters' special edition copy of Cyka) and a special edition Conquest mode (which will be available commercially).
  • The special edition Conquest mode (called Cloud Quest mode) features an entirely new continent in the clouds (yes, a continent in the sky, which Cyka gazes at in the cinematics in Story mode) to explore and conquer, and we'll give it to the supporters, as our thanks.  We will let you know when the Kickstarter will be available soon, and will be offering special editions of the game to early supporters.
  • Early supporters through Kickstarter will exclusively receive monthly development release versions of the game, as well as some of our latest concept art and a special behind-the-scenes look at the making of Cyka, all the way up to the game's final release.
  • Early supporters will also receive a sneak peak into our next two games lined up.
And this is only the tip of the iceberg.  We have so many things planned for this franchise, and early followers are in for a treat.  Stay tuned for more updates on the development of Cyka!