Showing posts with label demo. Show all posts
Showing posts with label demo. Show all posts

Tuesday, September 18, 2012

Working to enter demo into 2013 IGF

Screenshot of demo so far
Processing...
The title's pretty self-explanatory--I'm working on the Cyka demo to enter it in the upcoming 2013 Indie Games Festival.  That's actually why I've been kinda silent lately--I've haven't had time to update my blog like I should.  I've got a lot of work ahead to do in just a comparatively short time to meet the IGF deadline, but I've got a lot of work done, too.  I don't have time to make snapshots or comfortable enough producing a half-working demo just yet.  I still plan to release one as soon as I can, though.  My plans keep changing (well, life keeps changing them for me), but hey, life goes on.  Later.

- Brian

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

Sunday, June 10, 2012

Update: Some development concept designs up

A Knight Faction unit's helmet falteplate
Next time you see me, I'mma be finished and awesome!

This will be a brief one here.  There's some development concept shots on the Concept Art page.  It's just few pieces, and again, they're in developmental stage.  They're undergoing design refinement, sculpting, retopo (making it a low-poly mesh), and texturing, and incorporated with other designs.  There are several designs being finished at one time.  I meant to post something earlier today, but I simply lost track of time (I'm one busy guy).  But there are more shots on the way, concept art, finished shots, and in-game demo shots.  Meanwhile, terrains still need more texturing, and so they are next.

-Brian

Friday, May 4, 2012

Update: A first demo and an early look at Cyka himself!

Hey, folks!  You can download our first demo released this week here (available for Windows and Mac)!  It's just a simple development demo built to show just how big one region in Cyka is.  Keep in mind that this is a development demo, and it's kept rather barren here to showcase the terrain size itself.  This is demo "1a" because we're releasing updates to this demo soon (you can expect two more, demo 1b and demo 1c, within the next week).

Screenshot from demo
You're exploring this map in first-person view, which is unlike in the game, where characters will roam around in third-person view (by default, though they can roam in first-person view as well).  There is a "README" file that provides a few more details about this demo, but basically, this map is about 10 square miles (16 sq. km.) and it's just one of about 100 persistent-world regions you can explore in Cyka.  As a note, in this demo, you're traveling across it at a much faster rate than the actual characters will walk and run (though, even in the game, faster means of transportation will be available in the game).

This demo is a big deal because it helps convey the sheer size of one region, and gives you an idea of the scope of this game.  Each of the ten main continents in the game will each feature around 8 to 10 different regions similar to this map's size in the demo.  When you do the math, that means you'll have about 80 to 100 square miles (or about 128 to 160 sq. km.) of fully-traversable in-game terrain with the game, plus the additional continents that will be available for Cyka as downloadable content!  Yeah, for an indie game, this game is straight-up huge!  And for the kind of persistent-world gameplay Cyka will have, it has to be.

Also making news today, we have a first look at Cyka...we mean the actual character Cyka!  You've been waiting for some kind of concept of our lead character Commander Cyka for a while now, and there are several designs in development for Commander Cyka, but we thought we'd share this early concept of Cyka, to give you a basic idea of where we're going with his design.  Here you go:

A basic working concept of Commander Cyka
Commander Cyka, in the metal!
This concept design feels cooler when you listen to it with Foo Fighter's "Bridge Burning" playing (well, maybe I'm just saying that because it's in my personal soundtrack while I work...).  Anyways, this rough concept design merely reflects the general idea of Cyka's design--by no means will the final form look exactly like this.  In fact, it's missing his royal helmet, emblem, body (obviously), and quite a lot of other details you'll see in the final design, and this design will look rather naked.  You'll see in the future released concept designs of all our characters retain a feeling of both medieval classiness with hard rock/heavy metal attitude.  There are a number of designs we're not ready to share just yet (yeah, we know--we say that a lot), but we work better not sharing our latest designs immediately.  We want good first impressions of our work.  We're putting a lot of care into designing our cybernetic steampunk alien robotic world-exploring royal commander.  Holding ourselves to a high standard, it's a quality thing with us and we're working to make sure it's worth the wait!

On to other news, if you follow us on Facebook or Twitter, then you already got this update before this blog did, and generally, those places are where we'll give our latest updates first.  If you haven't already, consider following us on Facebook or Twitter.  The first 100 people to Like our PolyKhrome Facebook page and leave the comment "I want Cyka!" (or something of that nature) will get a free copy of the game (Windows or Mac version) when its completed.  And an official Cyka Facebook fan page is also in the works.

By the way, in case you didn't know, we have a poll (right below the "Search This Blog" search box to the right of this blog), titled "What platform(s) would you play Cyka on?" and with choices and everything.  If you'd be so kind, you can help PolyKhrome out by simply choosing all the answers that apply to you (you can choose more than one answer).  Your input would help us out--a lot, in fact.

You see, we're currently experimenting with game engines, and while Unity seems to be the first choice, if Android and Linux demand just aren't high enough, we might just go with the Unreal Development Kit for Cyka instead.  And if mobile versions aren't significant enough in the poll, we might postpone the mobile version of Cyka to focus on working on the desktop version, doing the mobile only after finishing the desktop version.  But if Android and Linux versions are of noticeable demand, and/or if mobile versions are of noticeable demand, we'll carry on with the Unity Engine as we have been, to best provide the game for as many platforms as possible (something not easily done with UDK or CryEngine SDK).

And finally, you can view more new screenshots like the one pictured above here by visiting the Screenshots page.  They are screenshots of what you'll find on the simple development demo, showing a concept design of a map in Cyka to reveal just how expansive a single region is in the game.  There's also a screenshot showing you where a secret little path is on one area of the mountain (there's two subtle paths in the mountains--find them!).  Expect future screenshots of this map to blow these developmental screenshots away.