Showing posts with label demos. Show all posts
Showing posts with label demos. Show all posts

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.

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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, June 3, 2012

Update: Screenshots coming, building our team, Cyka details, and E3 excitement

The two demos are coming along well, and we'll post some development screenshots up as soon as we reach a good point we're comfortable with sharing them.  Also on the way are some more concept art, our first video for the PolyKhrome YouTube channel, a podcast, and those terrain maps for the Unity Asset Store that we're working on.  Expect most of that coming this week.

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Next on our announcements here, PolyKhrome be looking to expand our team soon.  The development team of PolyKhrome will be kept deliberately small, where we can be a tight-knit powerhouse.  We will have four positions available pretty soon.

  • 3D assets artist
  • 2D assets artist
  • Game/network programmer
  • Sound designer
After the release of our demos and the start of our Kickstarter, we'll be looking to fill those positions.  We also plan to seek dedicated music production from one of my personal favorite game music composer, Jake Kaufman, if we reach our goal with the Kickstarter.  This will put Cyka development into overdrive, but for right now, we're focusing on establishing Cyka with a solid foundation these demos currently in development will provide.

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As for some more details about the game, because some have been curious of how Cyka plays in terms of perspective, the game's battle aspects play out in a third-person overhead (isometric) view similarly used in games like Starcraft II and Torchlight II, but we aim to improve on the usage than most games, as Cyka allows for a range of rotation with the camera, as well as allow players to experience the battlefield in third-person ground-level view, and first-person perspective for certain units with scoping available with their range projectiles.

You can quickly switch between overhead view and ground-level third-person view.  The overhead view is particularly useful for turn-based actioning, while the ground-level view is useful for real-time fighter action.  Though, you can use the ground-level view during turn-based actioning when you're taking cover and you want to snipe at an dead-as-a-duck open target who might have retaliating sniper units covering them.

The game's exploration aspects play out in third-person ground-level view, but players will have the option to traverse the lands in overhead view and to survey the land in first-person view.  You'll have a sense of freedom of exploring the fully-explorable continents of Rhye, as you traverse by foot, by mountable beasts (if which you'll have to catch and tame for your army), and by other means of transportation we don't want to give away just yet (but we'll hint this much: the sky's the limit).  Again, we're making the kind of game we wish would exist.

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As we develop the demos, we're going to post Cyka up in the IndieDB database of games, and I think our game will get quite the coverage in news there.  We expect this game will get the attention of a lot of folks, so if you want to be among the first 100 to receive a free desktop copy of the game (PC or Mac), visit our Facebook page, Like us if you do, and let us know how Cyka sounds to you so far, and we'll send keep you listed as one of the 100 people to send the game to upon completion.  We say this because we expect quite a lot of attention to flood in when the playable demos are complete and word gets out in indie game news sites.

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Finally, I just can't leave this update without talking about E3 2012!  I'm personally excited about this year's E3, in particularly due to the Wii U from Nintendo.  I'm looking forward to seeing more about the Wii U, though I'll be posting up some thoughts of the E3 presentations of Sony, Microsoft and Nintendo.  I've been following the Wii U's development from day one along with multiple sources (like Wii U Blog, Nintendo Everything, and Wii U Go), and as both a gamer (esp. a Nintendo fan) and a game developer, I'm ecstatic about the possibilities the Wii U's sweet controller and better online features provides.  I can say that PolyKhrome definitely has aims for developing for the Wii U, and I would definitely make sure we take full advantage of the features of the Wii U.  But one step at a time--become established developers first!

Anyways, that's all for now.  Though, I'd like to say thanks to visitors for our 500+ views of this blog so far--PolyKhrome really appreciates your checking us out.  A lot of hard work is going into this game, and I'm sure in saying that these demos will not disappoint you.

- Brian



Wednesday, May 23, 2012

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 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.