Showing posts with label Linux. Show all posts
Showing posts with label Linux. Show all posts

Thursday, July 26, 2012

Update: Good progress (with one setback), Linux and OUYA


A screenshot of the Powerhouse website at near-completion
Powerhouse is almost finished!

Hey, folks.  It's been a while, but it's been quite a busy while for PolyKhrome.  I've got a lot of assets created for the Cyka demo, some development video of me making these assets almost ready to share, and I've got some of the basic framework for the gameplay up and going, and I will show them...as soon as I can remove the vicious malware that's plaguing my computer.  -__-" {Of course!}

Yep, my PC's sick.  I'm writing this post with my netbook, which thankfully I still have, and all of my files seems to be okay on my infected computer (that is, when I can log in long enough to see them before the computer totally freezes up).  I'm running every reliable malware scanner I can find.  As I've got over 800 GB worth of occupied hard drive to deep-scan through, and my computer begins to freeze up after about 30 minutes or so, it's taking a while to do this via a series of smaller custom scans.  Anyways, when this minor setback is over, I'll compile my work done so far and post up a preview demo of, well, my demo.  Demo of a demo.  Funny.

But that's not all I've been doing all month of July--I've also been working on the Powerhouse Game Assets website, which is relocating and almost ready for business.  The picture above is from my tiny netbook, so it's truncated a bit there.  Selling game assets will greatly help with Cyka development (some people make up to $100K a year selling assets!), so it's been a top priority for me, as well as this demo.

Some other good news is that since Steam will be supporting Linux pretty soon, expect Cyka: Steamed Edition for Linux as well as Windows and Mac.  Also, I'm involved in a couple other side projects, including a Community Game project being lead by Peripheral Games (my iOS game idea won the contest they were holding), working on the development of a game clothes creator program, as well as producing a fan-created animation for my previous engagement of Operation Moogle--all of which I'm using to bring more attention to Cyka.

Cyka will be available on OUYA next year
Cyka will come to OUYA.

And finally, I thought about it for a while, and I finally decided that PolyKhrome will put Cyka on the Android-based OUYA when the game is finished by next year, even with some exclusive content.  It's a risky console to support, but it's something I think might be worth the chance (and for $99, the price of that chance isn't too bad at all).  I still have some questions about OUYA, like how are they going to promote creative quality games away from an inevitable sea of mediocre unambitious games and shovelware.  But, in any case, Linux fans are really growing in buying indie games right now, over 43,000 OUYA owners will be looking for games next year, and PolyKhrome really can't afford to miss this sweet opportunity, as risky as it might be.  In fact, I am confident Cyka can be a big hit on OUYA--if it lives up to its potential.

Anyways, just wanted to check back here, just to let you all know that the game's development is still alive and well.  So stay with me, folks--we're progressing.  ;-)  (And I do mean a "we" pretty soon--I've got some prospect developers for Team PolyKhrome.)

- Brian

Wednesday, June 27, 2012

Unity 4 is bringing changes to Unity and Cyka development



An image of the Unity 4 logo
This is epic...

Unity 4 is coming out soon, and it's looking to be a real game-changer for Unity-developed games (such as Cyka).  Basically, thanks to Unity 4, not only will have characters in Cyka move a lot better in the game thanks to a new Mecanim feature, but now PolyKhrome can offer Linux gamers a standalone desktop version of Cyka (though, a platform-independent web browser version of the game is still planned), we can offer some optional DirectX 11 features for the PC version of Cyka, and we can provide some better shadow effects to the mobile versions of the game.

Photo of Jake Kaufman
Jake "virt"Kaufman
I can even complete this game by myself now, if need be, thanks to the time-saving Mecanim feature and the further-improved updates to Unity, which is already the most streamlined workflow of any game engine around.  Though, I'd still love and plan to hire at least an animator, an environment artist, a character/prop artist, and another programmer, not to mention hopefully manage to gain Jake Kaufman for the music and assistance with sounds.

(By the way, if you've never heard of Jake Kaufman's work and don't know why I'm excited that I'll be inquiring him later on his soundtrack services, check his demo reel out and then please check this work out.  I'm a huge fan of his work, and I know that if I can get him (and he does seems to be pretty accessible), he'd definitely help bring out this game's awesomeness.  No guarantees, but we'll have to wait and see, and first get the game more together.)

Even though UDK is still technically more powerful than the Unity Engine, this next Unity release is going to be huge, and make Unity Engine even more a strong contender for indie game developers.  They own the Mecanim technology (they bought the small company who developed it for them) and it comes standard with Unity 4, which is something unlike anything other game engines really have right now (not even UDK, even with its robust animation system, has something quite like this).

Mecanim in Unity 4
Unity's parkour dude, running with Mecanim
Mecanim is a feature that allows you to use one animation you create for one model to be adjusted to other sorts of animated models, and have that animation adjust to the model and adjust smoothly between other animations.  It's just a fantastic feature and it's one that I've been watching them develop for a while.

It not only makes the characters look incredibly fluid with more natural motions in action, but it runs incredibly well on platforms without a heavy memory and processing cost (it runs even with mobile devices!), and most of time, it saves developers time.  Go here to watch a video to see Mecanim in effect.

There are so many goodies that Unity 4 now brings to the table that I will postpone the Cyka: Steamed Edition demo for Steam (developed with UDK) just to focus on fully utilizing Unity 4 for the standard non-Steam DRM-free cross-platform edition of Cyka (which would also save me from giving a whopping 25% of my Kickstarter funds just to Epic Games alone, just to use UDK at first).  I'm still making Cyka: Steamed Edition, because I still want a Steam-powered version for both PC and Mac.  But right now, Unity 4 really came at a great time, and I really want to give the main cross-platform desktop and mobile versions of Cyka my full attention with Unity 4.

- Brian

Wednesday, June 13, 2012

A new Games page added!

Check out our new Games page.  It shows the lineup of games we have coming from PolyKhrome (though, not in chronological order).  These games are why PolyKhrome was born.  These are titles we think will make PolyKhrome truly one of the best indie game developers around.  And a number of them, we'd like to have featured on the Nintendo 3DS and Wii U, in addition to the currently-supported platforms that we are developing towards (PC, Mac, Linux, iOS, Android and OnLive).  See any games that interest you?  After the completion of Cyka, the first episode of Deuces Wild! called Deuces Wild!: Jacks Are Better is our next game.  As PolyKhrome grows, so does our games.  We've got some nice games coming, if I do say so myself.  Of course, though, one game at a time!

- Brian

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!