Showing posts with label Unity. Show all posts
Showing posts with label Unity. Show all posts

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

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!

Saturday, March 24, 2012

Our debut is called...Cyka.

We're announcing development of our first game, a unique game called Cyka.  For the time being, we're going to be a bit sparse on the details (the game's mechanics are so unique, we want to be the first to create the first of its kind), but we will share this much with you:

In Story mode, you play as a steampunk robotic being named Cyka who is a commander of a medieval-style alien steampunk robot army of knights on an antique-style alien world.  As Cyka, you're in charge of defending your homeland against invading neighboring cities by leading an army of up to 200 units (in Story).  There are also two other modes: Versus mode and Conquest mode, both of which are multiplayer online, and though single-player Story mode will be top-notch (and extendable with downloadable content), the online multiplayer modes are where this game really shines.

The target period for completing development of this game is around December 2012, though the game is estimated to take about 7 months of full-time development (subject to change, and depends on how well the game can be supported and how much the company can get done). Cyka will be released for PC and Mac, and I plan for an iOS/Android tablet co-release and possibly Linux (depending how much support we can get for such).

I've already got a game design document near completion, and so far, it's about 15 pages.  I'll post the entire Cyka game document here soon.  Stay tuned for more details.

- Brian