Showing posts with label PolyKhrome. Show all posts
Showing posts with label PolyKhrome. Show all posts
Friday, March 21, 2014
PolyKhrome just got Unreal...
This is a brief but powerful update: Very soon, PolyKhrome will be an Unreal Engine 4 developer!
And we couldn't be more excited. Stay tuned for more updates soon in Q2 2014.
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
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
Labels:
Cyka,
demo,
PolyKhrome,
production,
recruitment,
terrain maps,
three,
Unity 3.5,
update
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
- Brian
Labels:
Android,
Cyka,
Deuces Wild,
episode,
games,
Games page,
indie games rule,
iOS,
Jacks Are Better,
Linux,
Mac,
new page,
Nintendo,
Nintendo 3DS,
OnLive,
PC,
PolyKhrome,
titles,
Wii U
Thursday, June 7, 2012
Update: Podcast is recorded and a few other updates
The first PolyKhrome podcast has been recorded and will be a podcast available sometime tomorrow. The chief developer (um, me) talks about the details of the game, including descriptions of the gameplay, the plot of the story in Story mode, some of the visual style of the game, as well as some as a little details about some development planned for the game. The podcast is being edited and will be available by noon tomorrow.
There will also be some new concept art posted tomorrow, some as 2D illustrations and some as 3D. There's a whole lot of concept art and screenshots coming pretty soon, as PolyKhrome goes into overdrive in development of these two demos. More development screenshots will be posted as well.
Starting tomorrow, PolyKhrome will be posting up available two positions on Unity forums for developers. For the time being, the positions will be for an additional game artist for 3D assets, as well as concept designer for 2D designs. An additional programmer will be sought later.
Finally, our first video is currently in production and will be available on our YouTube Channel very soon (which will be getting a face lift as well). This video will be showing the development of one of our models for the demos. This marks the start of an exciting time for PolyKhrome, as we will be using YouTube extensively in following the development of this game.
- Brian
There will also be some new concept art posted tomorrow, some as 2D illustrations and some as 3D. There's a whole lot of concept art and screenshots coming pretty soon, as PolyKhrome goes into overdrive in development of these two demos. More development screenshots will be posted as well.
Starting tomorrow, PolyKhrome will be posting up available two positions on Unity forums for developers. For the time being, the positions will be for an additional game artist for 3D assets, as well as concept designer for 2D designs. An additional programmer will be sought later.
Finally, our first video is currently in production and will be available on our YouTube Channel very soon (which will be getting a face lift as well). This video will be showing the development of one of our models for the demos. This marks the start of an exciting time for PolyKhrome, as we will be using YouTube extensively in following the development of this game.
- Brian
Labels:
2D,
3D,
Brian Lockett,
concept art,
concept designer,
game assets,
hiring soon,
illustrations,
podcast,
PolyKhrome,
programmer,
YouTube
Thursday, May 31, 2012
Introducing the Leap (and perhaps the start of a beautiful friendship)
For instance, Deuces Wild! is a secret agent game where you'll get to play around with all sorts of gadgets at your disposal developed by A>C<E, where gamers will be able to use Wacom Bamboo tablets, touchscreen tablets and microphones as input devices--the Leap goes right down the alley of a game like that! I think this is just the tip of the iceberg, though. In our upcoming game Dis_connected, players will be controlling their mech units from within at times, switching to the perspective of operating the machine as a mech pilot in the real-time battle encounters. You can start to see the sheer potential this technology has for gaming. Even indie games. At the Leap's planned price and availability of the SDK, I'd say this is something every indie game developer should seriously consider.
Not to mention, you can just imagine how useful the Leap would be in the actual game development process itself--the technology was born out of a need to make working with 3D modeling programs work easier. The Leap is more intuitive than the keyboard, more accurate than a mouse, and more sensitive than a touchscreen. (You can see it more in action here.) This is easily the most revolutionary step in user interface for computer technology to come along since the invention of the mouse. And while I personally don't think it'll completely replace the keyboard and mouse, I think it'll certainly be an addition we simply won't live without (it's certainly a small enough device to accompany the keyboard and mouse)!
I can personally say that this company will be strongly considering becoming a developer for the Leap down the line, especially since this company will be developing its own game engine and other game development-related software soon. We like using game engines, but we'd like to use a customized solution. But in any case, expect to hear more about this technology in the media--and our concept usages of it for games on this blog--later down the road. For now, you can visit their website for more information and to pre-order the Leap.
- Brian
Labels:
$70,
Brian Lockett,
Deuces Wild,
development,
Dis_connected,
gesture control technology,
giddy as a schoolgirl,
Introduction,
Leap,
Leap Motion,
PolyKhrome,
The Leap
Thursday, May 24, 2012
Free terrain maps heading going to the Unity Asset Store today
We're releasing several terrain maps freely available at the Unity Asset Store a little later today. Few of them we created to use in our game demos. They'll be untextured and without additional props but free for any use, even commercial (just as long as you don't reproduce exactly our landscapes from the game!). We can spare to freely share a few maps, since there'll be over 100 more in the game!
PolyKhrome will periodically release free assets from our game Cyka available at the Unity Asset Store and TurboSquid, and BlendSwap. We like to share some of our work with others, and encourage people to use them in whatever creative ways they can imagine. You can expect more releases periodically in the future. And hey, we'd love to hear from you about how you used them! Post them on our Facebook page! Enjoy!
- PolyKhrome Team
[5/25/2012] Update: Bare with us, folks--we've decided to provide some detail assets to the free untextured terrain maps, such as rocks and trees. We're also uploading a package of 3 large maps for purchase at $10 that are fully-textured, loaded with animated and static props assets, low-poly and ready for any game production. We'll post them up on the Unity Asset Store at the same time and post up a link to them both when we're done.
PolyKhrome will periodically release free assets from our game Cyka available at the Unity Asset Store and TurboSquid, and BlendSwap. We like to share some of our work with others, and encourage people to use them in whatever creative ways they can imagine. You can expect more releases periodically in the future. And hey, we'd love to hear from you about how you used them! Post them on our Facebook page! Enjoy!
- PolyKhrome Team
[5/25/2012] Update: Bare with us, folks--we've decided to provide some detail assets to the free untextured terrain maps, such as rocks and trees. We're also uploading a package of 3 large maps for purchase at $10 that are fully-textured, loaded with animated and static props assets, low-poly and ready for any game production. We'll post them up on the Unity Asset Store at the same time and post up a link to them both when we're done.
Labels:
.obj files,
Blender,
BlendSwap,
free,
game assets,
PolyKhrome,
terrain maps,
Unity Asset Store,
untextured
Wednesday, May 23, 2012
New PolyKhrome logo in development
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| The current temporary PolyKhrome Blog logo |
Labels:
banner,
icon,
logo,
long overdue,
PolyKhrome,
redesign
Thursday, April 19, 2012
A brief look at upcoming titles from PolyKhrome
Here's a quick look at the next titles that PolyKhrome currently has lined up behind our development for Cyka (please note that these games are not listed in order of development):
Deuces Wild!™
Join Jack Deuce, former secret agent and present head of the rogue agent team A>C<E (which stands for "Agency of Criminal Encroachment"), as he engages in the business of "criminal encroachment," which is where they stop secret world threats and take their piece of the criminals' share while they're at it. Along the way, he searches for his traitor older brother and former A>C<E partner, Magnus Deuce. This is an espionage/secret agent-style action game with a style that's Maverick-meets-Lupin the 3rd-meets-Mission: Impossible, with an emphasized jazzy soundtrack that'll give Cowboy Bebop a run for its money. (The first episode of this series is the next PolyKhrome title in line for development.)
Dis_connected™
Play as a runaway rebel in a mech, seeking freedom from a desert post-apocalyptic science-fantasy world where everything is connected online by a constant stream of neurologically-addicting signal waves--a form of mind Internet through powerful neurologically-altering signal waves. Citizens are hooked on the signal wave like a drug, done by major companies contracted to keep the people under their residual tyrannical governments' thumbs, and though many try to escape, few people ever succeed.
While you're struggling to escape from controlled task forces and hired bounty hunters chasing after you, your character struggles as you attempt to break them away from the highly-addictive mental signal, which your runaway mech pilot must overcome. Meet up with other successful runaways, and help each other reach the rumored haven that all runaways risk their lives hoping exists. The characters face the dangers of escaping into a wild dangerous fantasy world together while fighting cold-turkey against their lifelong addictions. This science-fantasy mech RPG feels like Final Fantasy-meets-Front Mission-meets-Zone of the Enders.
Dis_connected II: Salvation Age™
For now, that's all we're going to tell about this one--the title. ...Well, and that the game also involves interplanetary space travel, a secret space colony, and effort to finally free humanity from the brain-drug signal waves. But that's all we're telling right now.
Mega Bits™
The virtual gaming world needs saving from a looming threat, and it's up to three (moronic) 8-bit characters to transcend through the many gaming dimensions to save the day. They'll meet other video game legends along the way, as well as get use to new things as they experience life in other graphical worlds (like having shadows and actual voices for once). This game is a parody genre-hopping nostalgia-overload adventure-role-playing game that shouts out to classic gaming culture.
Jewel Huntress Mai™
In a nutshell: Deep adventure, shallow girl. Mai is a jewel huntress, someone who makes a living hunting for special and rare jewels besought by high-paying employers who want them for whatever reason, and she's brash and action-hungry. When she is commissioned by her best friend Kimiko to help her find a rare yellow stone, she is unaware just how important the stone truly is, and furthermore, that some very powerful people are also seeking after the stone at any cost. This game has a rich Japanese animé illustrative style reminiscent of Dragon Ball, with funny characters, a wild plot that leaves Mai confused, deep exploration, a dynamic third-person battle engine, and nice real-time cinematic touches to the game that makes it feel more like watching a show than playing a game.
Cyka II™ (working name)
In Cyka, the threat came from the planet Rhye and the world divided over it. In Cyka II, the threat comes to the planet Rhye and the world will unite over it.
There's a lot of work ahead for this company, but it all depends on our success with Cyka, and so Cyka is getting PolyKhrome's full and undivided attention. We won't rest until Cyka is complete and running perfectly.
Deuces Wild!™
Join Jack Deuce, former secret agent and present head of the rogue agent team A>C<E (which stands for "Agency of Criminal Encroachment"), as he engages in the business of "criminal encroachment," which is where they stop secret world threats and take their piece of the criminals' share while they're at it. Along the way, he searches for his traitor older brother and former A>C<E partner, Magnus Deuce. This is an espionage/secret agent-style action game with a style that's Maverick-meets-Lupin the 3rd-meets-Mission: Impossible, with an emphasized jazzy soundtrack that'll give Cowboy Bebop a run for its money. (The first episode of this series is the next PolyKhrome title in line for development.)
Dis_connected™
Play as a runaway rebel in a mech, seeking freedom from a desert post-apocalyptic science-fantasy world where everything is connected online by a constant stream of neurologically-addicting signal waves--a form of mind Internet through powerful neurologically-altering signal waves. Citizens are hooked on the signal wave like a drug, done by major companies contracted to keep the people under their residual tyrannical governments' thumbs, and though many try to escape, few people ever succeed.
While you're struggling to escape from controlled task forces and hired bounty hunters chasing after you, your character struggles as you attempt to break them away from the highly-addictive mental signal, which your runaway mech pilot must overcome. Meet up with other successful runaways, and help each other reach the rumored haven that all runaways risk their lives hoping exists. The characters face the dangers of escaping into a wild dangerous fantasy world together while fighting cold-turkey against their lifelong addictions. This science-fantasy mech RPG feels like Final Fantasy-meets-Front Mission-meets-Zone of the Enders.
Dis_connected II: Salvation Age™
For now, that's all we're going to tell about this one--the title. ...Well, and that the game also involves interplanetary space travel, a secret space colony, and effort to finally free humanity from the brain-drug signal waves. But that's all we're telling right now.
Mega Bits™
The virtual gaming world needs saving from a looming threat, and it's up to three (moronic) 8-bit characters to transcend through the many gaming dimensions to save the day. They'll meet other video game legends along the way, as well as get use to new things as they experience life in other graphical worlds (like having shadows and actual voices for once). This game is a parody genre-hopping nostalgia-overload adventure-role-playing game that shouts out to classic gaming culture.
Jewel Huntress Mai™
In a nutshell: Deep adventure, shallow girl. Mai is a jewel huntress, someone who makes a living hunting for special and rare jewels besought by high-paying employers who want them for whatever reason, and she's brash and action-hungry. When she is commissioned by her best friend Kimiko to help her find a rare yellow stone, she is unaware just how important the stone truly is, and furthermore, that some very powerful people are also seeking after the stone at any cost. This game has a rich Japanese animé illustrative style reminiscent of Dragon Ball, with funny characters, a wild plot that leaves Mai confused, deep exploration, a dynamic third-person battle engine, and nice real-time cinematic touches to the game that makes it feel more like watching a show than playing a game.
Cyka II™ (working name)
In Cyka, the threat came from the planet Rhye and the world divided over it. In Cyka II, the threat comes to the planet Rhye and the world will unite over it.
There's a lot of work ahead for this company, but it all depends on our success with Cyka, and so Cyka is getting PolyKhrome's full and undivided attention. We won't rest until Cyka is complete and running perfectly.
Labels:
Cyka II,
Deuces Wild,
Dis_connected,
Disconnected,
Jewel Huntress Mai,
Mega Bits,
PolyKhrome,
Salvation Age,
Upcoming games
Wednesday, February 8, 2012
PolyKhrome Games™ is now PolyKhrome™
Hi! Just a brief update here.
First of all, we're simplifying our name from "PolyKhrome Games" to just "PolyKhrome."
Two reasons: One, we think it sounds better. Two, it'll make our logo a lot easier to create (which is coming pretty soon).
We've been quite busy preparing some of the projects we're undergoing, and we'll keep you informed pretty soon. And this blog is still in early development, as we're also working on an official website (coming soon).
- Brian Lockett, founder and chief developer of PolyKhrome
First of all, we're simplifying our name from "PolyKhrome Games" to just "PolyKhrome."
Two reasons: One, we think it sounds better. Two, it'll make our logo a lot easier to create (which is coming pretty soon).
We've been quite busy preparing some of the projects we're undergoing, and we'll keep you informed pretty soon. And this blog is still in early development, as we're also working on an official website (coming soon).
- Brian Lockett, founder and chief developer of PolyKhrome
Labels:
Brian Lockett,
coming soon,
new name,
PolyKhrome,
update
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