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
Showing posts with label terrain maps. Show all posts
Showing posts with label terrain maps. Show all posts
Friday, June 29, 2012
Update: What I'm doing right now?
Labels:
Cyka,
demo,
PolyKhrome,
production,
recruitment,
terrain maps,
three,
Unity 3.5,
update
Sunday, June 10, 2012
Update: Some development concept designs up
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Next time you see me, I'mma be finished and awesome! |
-Brian
Labels:
concept art,
concept design,
demo,
development,
retopo,
scultping,
terrain maps,
texturing,
update
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.
~ ~
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.
~ ~
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.
~ ~
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.
~ ~
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
~ ~
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
~ ~
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.
~ ~
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.
~ ~
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
Labels:
Cyka,
demos,
E3 2012,
hiring soon,
Jake Kaufman,
perspective,
podcast,
screenshots,
terrain maps,
thanks,
Unity Asset Store,
update,
videos,
Wii U
Thursday, May 24, 2012
Free terrain maps heading going to the Unity Asset Store today
We're releasing several terrain maps freely available at the Unity Asset Store a little later today. Few of them we created to use in our game demos. They'll be untextured and without additional props but free for any use, even commercial (just as long as you don't reproduce exactly our landscapes from the game!). We can spare to freely share a few maps, since there'll be over 100 more in the game!
PolyKhrome will periodically release free assets from our game Cyka available at the Unity Asset Store and TurboSquid, and BlendSwap. We like to share some of our work with others, and encourage people to use them in whatever creative ways they can imagine. You can expect more releases periodically in the future. And hey, we'd love to hear from you about how you used them! Post them on our Facebook page! Enjoy!
- PolyKhrome Team
[5/25/2012] Update: Bare with us, folks--we've decided to provide some detail assets to the free untextured terrain maps, such as rocks and trees. We're also uploading a package of 3 large maps for purchase at $10 that are fully-textured, loaded with animated and static props assets, low-poly and ready for any game production. We'll post them up on the Unity Asset Store at the same time and post up a link to them both when we're done.
PolyKhrome will periodically release free assets from our game Cyka available at the Unity Asset Store and TurboSquid, and BlendSwap. We like to share some of our work with others, and encourage people to use them in whatever creative ways they can imagine. You can expect more releases periodically in the future. And hey, we'd love to hear from you about how you used them! Post them on our Facebook page! Enjoy!
- PolyKhrome Team
[5/25/2012] Update: Bare with us, folks--we've decided to provide some detail assets to the free untextured terrain maps, such as rocks and trees. We're also uploading a package of 3 large maps for purchase at $10 that are fully-textured, loaded with animated and static props assets, low-poly and ready for any game production. We'll post them up on the Unity Asset Store at the same time and post up a link to them both when we're done.
Labels:
.obj files,
Blender,
BlendSwap,
free,
game assets,
PolyKhrome,
terrain maps,
Unity Asset Store,
untextured
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