Showing posts with label kudos if you read the labels. Show all posts
Showing posts with label kudos if you read the labels. 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

I just fixed my Wacom!

Dexter, boy genius
Succeeeeess!
Don't know how or why it worked, but I fooled around with my Wacom tablet some more and tried someone's "whodathunk" suggestion for getting it to work again and I got it working again.  I don't know if the fix will last or not, but I don't really care--it's working for now, and now I can paint my textures easier again!  This fix saves about $200-$300 for a new one.  Anyways, back to full speed with production!

Update: Some new screenshots and concept art

Untextured Cyka model on terrain
Yeah, this terrain is huge.
Hey, a brief update: Check out the Screenshots and Concept Art pages to see some new pics.  Their textures are not yet finished, so I just left them untextured for their showing just for now.  And please don't mind the funky placeholder textures of the green montane terrain and basic color of the canyon terrain--I'm still painting their textures and I don't want to show them just yet (hey, textures take time!), so I used the simple and crude in-game-engine texturing just to make it easier to see the Commander Cyka model.  More pics are on the way, and video showing my production of this is being compiled..

- Brian

Tuesday, June 26, 2012

Sorry about the absence, folks!


Me Wacom gots broked.
My past two weeks in a nutshell...

Sorry for the long pause there (it's been almost two full weeks since I've last posted something here), but I've had to deal with some stuff.  Yeah, just stuff.  I've had to work with major Internet issues lately (like my Internet being off for almost a whole week and experiencing absolutely frustrating dropped signals when it's on), my Wacom graphics tablet is damaged and out of commission (I'll need to get a new one), and my computer's been strangely freezing and crashing a few times lately for no reason I can find (all to my greatest frustration).

But there's also been some good things that have caused a delay lately, chiefly with the news of Unity 4 coming soon, promising some features I've been waiting a long time for and that causes me to readjust plans (again).  Also, I'm finishing up the game design document (which was supposed to be finished like two months ago, I'll admit, but got pushed aside to production work), which will be provided to those who would be interested in joining Team PolyKhrome when I start recruiting.  And finally, besides just some more character models I'm working on, the demo itself really just needs some character animations, some more textures to complete the terrain, and enough game logic to present the basic gameplay mechanics, and it'll be done enough to display on Indie DB and polished enough provide for our Kickstarter (if all goes well with no more delays) sometime next month.

I'm preparing to upload some shots of stuff I've been working on for the time throughout the past two weeks.  And even though my graphics tablet is out of commission, I'm taking advantage of some other techniques to get as much of the job done as I can until I get another tablet as soon as possible.  But hopefully, aside from texturing, hopefully I won't need it too much for the completion of the demo.  I still want to get my Kickstarter going next month.  I never meant to be late with starting the Kickstarter for Cyka, but so unexpected delays have come my way, all I can do is adapt to them.  But some things have made the delays worth the wait, such as the news of the upcoming Unity 4, which I'll be talking about more in a separate post.

Anyways, that's all for this post.  I've got several more posts to do today, so I'll keep this one brief.  Thanks for checking back over the last two weeks, and sorry to keep you waiting.  But hopefully, from what I've got to show soon, you'll think it was well worth the wait.

- Brian

Tuesday, June 12, 2012

For Developers: PolyKhrome introduces Powerhouse

If you're not an indie or hobbyist game developer, then you're not going to care about this one too much.  But if you are, then this might be of some interest to you.

We're opening a new page devoted to our game assets for sale.  It's going to be through a division called Powerhouse Game Assets (or simply Powerhouse).  This is just so we can focus our attention on our games here at PolyKhrome, and on our coming assets at Powerhouse.

The assets from Powerhouse will be developed with the indie game developer in mind, and as indie game developer, PolyKhrome knows a lot of those needs personally.  We make what we need (such as the clothes-modeling program I've been organizing, for instance) and we know that others will appreciate what we are and will be producing.

The assets will range from everything such as 3D models, environments, music, textures, scripts, detailed content packages and even full basic game starter packs.  And we're providing assets for many kinds of game engines, including Unity, UDK, CryEngine 3 SDK, and Spring RTS Engine.  2D game engines will be later supported.  The assets will be variously available in a number of asset marketplaces, such as the Unity Asset Store, Envato, TurboSquid, and 3DExport.

The majority of the content will be game-ready, and the prices for our assets will be priced with the indie developer in mind.  We'll even offer a royalty-based plan option that will be available when we begin with showcasing assets, because we know that sometimes you've got to start with nothing to make something.

The money we make from assets will go towards our own game development, and even some of the game assets from our own games will be made available as assets to use, typically provided with alternative textures in addition to the original textures.

As for the name, I like the name Powerhouse because it describes our we're going to be with our assets production.  I already have the kind of logo in mind for it.  And I think I just have a thing for ten-letter words that begin with P, has an H in the middle, and ends with E.

We're looking to have our first assets put up this week.  If you visit the site, please excuse the mess--we're building something here.

- Brian