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

Wednesday, June 13, 2012

A new Games page added!

Check out our new Games page.  It shows the lineup of games we have coming from PolyKhrome (though, not in chronological order).  These games are why PolyKhrome was born.  These are titles we think will make PolyKhrome truly one of the best indie game developers around.  And a number of them, we'd like to have featured on the Nintendo 3DS and Wii U, in addition to the currently-supported platforms that we are developing towards (PC, Mac, Linux, iOS, Android and OnLive).  See any games that interest you?  After the completion of Cyka, the first episode of Deuces Wild! called Deuces Wild!: Jacks Are Better is our next game.  As PolyKhrome grows, so does our games.  We've got some nice games coming, if I do say so myself.  Of course, though, one game at a time!

- Brian

Update: Cyka model development screenshots

Developmental shot of Commander Cyka
Commander Cyka in development

Check the Concept Art page for some first-look shots of the Commander Cyka model in development.  I'm just fooling around with head designs at the moment, and I'll post up more designs later.  The final design will eventually be textured, rigged, posed, and animated for the demo (which are the easier parts).  What you see here is far from finished.  So far, I plan to revise the bevor (the mouth area), I'm adjusting the eyes' shape and glow, sculpt finer details on the head, create some steam effects, baked the maps (normal, specular, glow, etc.), produce a low-poly model, and the upper torso is being finishing up.  No problem, though.

- 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

Monday, June 11, 2012

Thanks for 600 views (and without even trying!)

We've reached over 600 views so far, and whether you're a repeating visitor or a new visitor, thank you!  This is a rather nice number of views considering that PolyKhrome hasn't even began to broadcast our game Cyka yet.  We plan to put the Cyka game and register PolyKhrome on Indie DB as soon as the playable demos are almost finished, and we suspect there will be a significant jump in attention from that.

But just the fact that you all who contributed to the 600+ views thus far, just on word-of-mouth or curiosity alone, it still pretty cool.  Having 600 views is not a lot in terms visitors of most bigger blogs, but for an upstarting indie game developer working on their currently unheard-of game, it does mean that at least 600 times, we've piqued someone's interest to come here.  We'll take it.

- Brian

Sunday, June 10, 2012

Update: Some development concept designs up

A Knight Faction unit's helmet falteplate
Next time you see me, I'mma be finished and awesome!

This will be a brief one here.  There's some development concept shots on the Concept Art page.  It's just few pieces, and again, they're in developmental stage.  They're undergoing design refinement, sculpting, retopo (making it a low-poly mesh), and texturing, and incorporated with other designs.  There are several designs being finished at one time.  I meant to post something earlier today, but I simply lost track of time (I'm one busy guy).  But there are more shots on the way, concept art, finished shots, and in-game demo shots.  Meanwhile, terrains still need more texturing, and so they are next.

-Brian

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