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

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.

~ ~

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.

~ ~

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.

~ ~

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



Thursday, May 31, 2012

Introducing the Leap (and perhaps the start of a beautiful friendship)


PolyKhrome is interested in this technology!  The developers of the Leap are providing free software developer kits to registered and qualified developers, to have more software utilize this revolutionary device (which, by the way, is planned to be priced at a mere $70).  This strongly interests me as a developer, and immediately brings to mind some great uses for our next games.

For instance, Deuces Wild! is a secret agent game where you'll get to play around with all sorts of gadgets at your disposal developed by A>C<E, where gamers will be able to use Wacom Bamboo tablets, touchscreen tablets and microphones as input devices--the Leap goes right down the alley of a game like that!  I think this is just the tip of the iceberg, though.  In our upcoming game Dis_connected, players will be controlling their mech units from within at times, switching to the perspective of operating the machine as a mech pilot in the real-time battle encounters.  You can start to see the sheer potential this technology has for gaming.  Even indie games.  At the Leap's planned price and availability of the SDK, I'd say this is something every indie game developer should seriously consider.

Not to mention, you can just imagine how useful the Leap would be in the actual game development process itself--the technology was born out of a need to make working with 3D modeling programs work easier.  The Leap is more intuitive than the keyboard, more accurate than a mouse, and more sensitive than a touchscreen.  (You can see it more in action here.)  This is easily the most revolutionary step in user interface for computer technology to come along since the invention of the mouse.  And while I personally don't think it'll completely replace the keyboard and mouse, I think it'll certainly be an addition we simply won't live without (it's certainly a small enough device to accompany the keyboard and mouse)!

I can personally say that this company will be strongly considering becoming a developer for the Leap down the line, especially since this company will be developing its own game engine and other game development-related software soon.  We like using game engines, but we'd like to use a customized solution.  But in any case, expect to hear more about this technology in the media--and our concept usages of it for games on this blog--later down the road.  For now, you can visit their website for more information and to pre-order the Leap.

- Brian

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.

Wednesday, May 23, 2012

New PolyKhrome logo in development

The current temporary PolyKhrome Blog logo
The current temporary PolyKhrome Blog logo

The PolyKhrome logo is undergoing a redesign.  The current ones we've been using for this blog and our Facebook page are just placeholders we quickly created because at the time, we really didn't have an official logo yet.  But now ideas have been brewing, and soon we'll be replacing those temporary logos.  Our next one will be much more pleasant to behold, easier to create into an icon, and more readily identifiable.  Now only will our current blog's banner see this new logo, but when we've finally finished one, the new logo will be the one featured on the Cyka demos and eventually the finished Cyka game.

An early look at the Kickstarter pledge offerings

Kickstarter logo
Soon.  Very soon...

Here's just an early look at just what supporters of this game can expect to get in return for supporting development of Cyka.  We're also using this article as the main reference to the Kickstarter offerings to use with our Kickstarter page (because this list is too long to put on the Kickstarter page, so we'll refer readers to this list).  Please keep in mind that many of these are still works in progress and that their expected delivery dates will be announced on our Kickstarter page (which is being finished up):
  • At the $1 level, supporters will get a Cyka wallpaper, with or without the logo, for their computer desktop and mobile device, as our thanks.  Also, they'll receive their name placed on the interactive Hall of Legends on the official Cyka website (which is an explorable museum-like tribute correlating to the game).  (All pledge level supporters will receive this.)
  • At the $10 level, supporters will get the desktop version and the mobile version of the Cyka (digital DRM-free copy directly from PolyKhrome).  I'll even give them them my personal gamer tag, just so they can play against me, the creator of Cyka, online--and this goes for all levels supported above this one.
  • At the $15 level, supporters will get the desktop and mobile versions of Cyka: Cloud Quest Edition, which is the special edition of Cyka that features Cloud Quest mode, allowing exploration of the mysterious floating continent in the game (digital DRM-free copy directly from PolyKhrome).
  • At the $25 level, supporters will get the aforementioned desktop and mobile versions of Cyka: Cloud Quest Edition, plus a Kickstarter-exclusive gold-edition Commander Cyka option in each game (you can switch between a gold-color Cyka and the standard bronze-color Cyka), along with the official Cyka soundtrack.
  • At the $50 level, supporters will get everything mentioned before, plus the Cyka: Steamed Edition to enjoy on Steam, plus a signed poster print of a scene of the almighty blue grid falling on the battling units on the field (a picture will be provided).  We'll also send three of the supporter's friends a copy of Cyka: Cloud Quest Edition (non-Steam PC or Mac desktop version), to enjoy Cyka with each other online.
  • At the $100 level, supporters will get everything mentioned before, plus we'll customize the commander unit in the supporter's copy of the game after their request (to use with any faction).  They'll be the only one in the world with that model.  They'll also receive all purchasable downloadable content that ever comes for Cyka of any version, including Steamed Edition (more info on the DLC will be later provided).  They'll also receive the Cyka: Steamed Edition 4-Pack package for Steam, with one copy for themselves and three copies give to away and to enjoy with three friends on Steam.
  • At the $500 level, supporters will get everything mentioned before, plus we'll customize any one already-existing faction in the game of their choice completely tailored to their request.  These supporters will be the only one in the world with their specialized army.  We'll also send them a limited-edition highly-detailed stainless steel miniature figurine of Commander Cyka (their choice of 1 of 3 designs), with a glossy antique bronze finish to truly make the commander shine in true steampunk fashion.
  • At the $1000 level, well, we'll need to really step it up here.  Supporters will get everything mentioned before, plus we'll create an entire new downloadable continent in their honor (which they'll receive).  They can name it whatever they want, tell us what geographical features they want with it, and tell us what style of music they want for it.  And in addition to already creating their one-of-a-kind customized army from the previous pledge level, we'll create an entirely new faction of units after their request to go along with their new continent.  We'll help them design it well, because we'll create a small website and webstore just for them to sell their faction and continent as purchasable downloadable content and they'll keep 100% of those profits.  They can play with pride as other gamers explore the world and use the brand-new faction in Cyka they designed.  Supporters will also receive an exclusive collection of stainless steel miniature figurines of Commander Cyka (their choice of 1 of 3 designs) and four other figurines of the 4 types of units in Cyka's Knight faction: archer, brawler, swordsman, and heavy artillery.  They can let their miniature figurines shine in their glorious glossy gold-plated finish, presented on a beautiful plaque (beautifully-etched copper surface on a glass board) of our appreciation.
  • At the $5000 level (a limited reward - 10 available), supporters will get everything mentioned before, plus they'll get 50 copies of Cyka: Cloud Quest Edition bundles that each include 5 downloadable content packages and a royal outfit for Commander Cyka exclusive to those copies (valued at about $25 each bundle) to do whatever you want with them--sell them, give them away, or keep them (if you want).  They'll receive a copy of everything PolyKhrome ever produces (all our games, our purchasable downloadable content, our game soundtracks, and even our non-game stuff such as our animated feature of Cyka--everything!).  If they're another indie company/small business, we'll place their company logo and website in the end credits of the game, and give a special shout-out to their company website in the interactive Hall of Legends on the official Cyka website.  We'll give each of these supporters a special character cameo as special agents in our next game Deuces Wild!, with the character made after their image and their name listed in the ending credits.
  • At the $10,000 level (an exclusive reward - 1 available) the supporter at this point can almost have one of my kidneys.  They'll get everything mentioned before, plus access to the full assets to the entire Cyka game (their choice of the Unity assets or the UDK assets) in order to develop their own company's edition of downloadable content for Cyka to release commercially (royalty-free) to contribute to the franchise.  We'll also include their company logo with a special thanks in the opening credits of the official Cyka game from PolyKhrome.  They'll also receive a giant memorial in the Hall of Legends on the Cyka website, with their logo created in the form of a crest and their contribution told in the form of an ancient historical account of how they helped found the land of King Cyka's people centuries ago.  Also, as many members of the PolyKhrome as possible will plan with the supporter a day to visit them and we'll have lunch, chat about future projects of PolyKhrome, and, of course, play a few some rounds of Cyka together.
As you can see, we have quite a lot lined up for supporters who will help make this game reach its fullest potential.  We're not ready to disclose our fund goal just yet, because we wish to first show our work before we ask for anything.  PolyKhrome is working to create a good example showing just what supporters will get and providing some foresight as to just where their support will take this game.  I personally want this game to play myself, and so PolyKhrome is expecting nothing less than the best for this game.  Stay tuned for more frequent updates about the upcoming playable demos and the Kickstarter campaign pretty soon.

- Brian


[5/26/2012] Update: About the customization at the $100 level, supporters will have many available choices for customization for their commander units shown for them.  The commander units will be truly unique, nonetheless.  We have to point that out here because there's simply no way we could completely customized from the ground up for hundreds of people, which is most likely to get far more support than the higher levels.  The customization the of models at the levels higher than the $100 level, however, are completely customization to their models, as they are expected to have fewer supporters.

I also wish to make clear here that these customized models are just aesthetic customizations only--they will by no means operate differently than other models in the games and for the sake of the game, we will not make any units more powerful than the others.  The only exception somewhat, though, will be for any supporters at the $1000 level, where we'll help them define the attacks and movement styles of their newly-created faction for their newly-created continent in the game.  But again, there will be no major advantages given to these models over other units in the game, for the fairness of the game.