Showing posts with label podcast. Show all posts
Showing posts with label podcast. 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

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

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