Sunday, March 25, 2012

Some new details about Cyka

Here's some new details about PolyKhrome's debut game Cyka:
  • This game defines a new sub-genre of real-time strategy games, quite unlike anything out there.
  • Though this game is genre-defining, it will strongly appeal to those who like online RTSes and RPGs.  If you like such games as StarCraft II, the Fire Emblem series or Fallout 3, you'll love this game.
  • The game is a high-end indie game ("AAA indie game") featuring a highly-stylized realistic style, to be beautifully rendered by the Unity Engine.
  • The single-player Story mode is about 20 hours long (which is impressive for an RTS game).
  • In Conquest mode, the game goes on while you're offline and your stats are affected.
  • The game comes with a PC/Mac standalone version of the game, along with an additional iOS/Android version of the game.  This will allow players cross-platform gaming on the road to play others online regardless of platform and access their Conquest mode game stats online from their mobile devices.  (A Linux computer version of the game would be supported via Chrome Native Client version of the game.)
  • This game will be made to look beautiful no matter what you play it on.  Whether you play it on your high-end computer or your smartphone or tablet.  It will feature special consideration for controls and graphical capabilities for netbooks and ultrabooks.
  • This game will feature a stellar soundtrack that truly make the atmosphere of Cyka as fantastic as the game plays.
  • This game will be DRM-free.
  • There will eventually be online tournaments and hosted events at indie gaming conventions around the U.S. and Canada (similar in the vein of StarCraft tournaments).
  • PolyKhrome will enter the 15th Annual Independent Games Festival in 2013.  (Even though this game won't be 100% finished by time for submission in Autumn 2012, there will still be enough of the game finished to showcase it.  We are confident our game will win the grand prize.)
  • The commercial release for Cyka is targeted at Autumn 2013.  (This is about 6 months more than originally planned, but the game is pushed back due to a new larger scope of the game planned.)
  • The expected price of the game is about $9.99.
  • This game will be supported by a Kickstarter fundraiser (which is currently being organized).  Early supporters of Cyka will receive special editions of the game earlier in Summer 2013 than the regular release targeted at Autumn 2013, which features exclusive special edition characters (exclusive to early supporters' special edition copy of Cyka) and a special edition Conquest mode (which will be available commercially).
  • The special edition Conquest mode (called Cloud Quest mode) features an entirely new continent in the clouds (yes, a continent in the sky, which Cyka gazes at in the cinematics in Story mode) to explore and conquer, and we'll give it to the supporters, as our thanks.  We will let you know when the Kickstarter will be available soon, and will be offering special editions of the game to early supporters.
  • Early supporters through Kickstarter will exclusively receive monthly development release versions of the game, as well as some of our latest concept art and a special behind-the-scenes look at the making of Cyka, all the way up to the game's final release.
  • Early supporters will also receive a sneak peak into our next two games lined up.
And this is only the tip of the iceberg.  We have so many things planned for this franchise, and early followers are in for a treat.  Stay tuned for more updates on the development of Cyka!

Saturday, March 24, 2012

Our debut is called...Cyka.

We're announcing development of our first game, a unique game called Cyka.  For the time being, we're going to be a bit sparse on the details (the game's mechanics are so unique, we want to be the first to create the first of its kind), but we will share this much with you:

In Story mode, you play as a steampunk robotic being named Cyka who is a commander of a medieval-style alien steampunk robot army of knights on an antique-style alien world.  As Cyka, you're in charge of defending your homeland against invading neighboring cities by leading an army of up to 200 units (in Story).  There are also two other modes: Versus mode and Conquest mode, both of which are multiplayer online, and though single-player Story mode will be top-notch (and extendable with downloadable content), the online multiplayer modes are where this game really shines.

The target period for completing development of this game is around December 2012, though the game is estimated to take about 7 months of full-time development (subject to change, and depends on how well the game can be supported and how much the company can get done). Cyka will be released for PC and Mac, and I plan for an iOS/Android tablet co-release and possibly Linux (depending how much support we can get for such).

I've already got a game design document near completion, and so far, it's about 15 pages.  I'll post the entire Cyka game document here soon.  Stay tuned for more details.

- Brian

Wednesday, February 8, 2012

PolyKhrome Games™ is now PolyKhrome™

Hi!  Just a brief update here.

First of all, we're simplifying our name from "PolyKhrome Games" to just "PolyKhrome."

Two reasons: One, we think it sounds better.  Two, it'll make our logo a lot easier to create (which is coming pretty soon).

We've been quite busy preparing some of the projects we're undergoing, and we'll keep you informed pretty soon.  And this blog is still in early development, as we're also working on an official website (coming soon).

- Brian Lockett, founder and chief developer of PolyKhrome

Thursday, December 8, 2011

Hi folks! Welcome to our blog!

Welcome!  This is the official PolyKhrome Games blog.  Here, you can catch up on our company's game development and business-related news, updates, behind-the-scenes, and concept art posts, among a few other things.  The company is up-and-starting, but we're confident in our growth and passion as a company.  We are currently working on our company's official website, but this blog site will serve as our friendly inside-look within PolyKhrome Games™.

Who are we?

Well, our short and personally-preferred answer is "Awesomeness in human form," but we suppose that's not a sufficient or professional enough answer for most.  {writer chuckles alone in self-satisfaction}

We're an indie game company unlike any other.  We develop games for ourselves, but we also develop games for hire as a freelance indie game developer, because we have a strong passion for creating games and delivering experiences unlike anything out there in the world of indie games.  We are talented concept designers, game artists, programmers, and marketers, thorough and professional yet friendly and imaginative, and we just love what we do.  We do the best job, in the best time, with the best people.  We want to make games that we'd HOPE someone would make for us.  And we know how you, a potential person with a great game idea, feel about having a dream of delivering a game to the world but not having everything or everyone you need to do it.

What's in a name?

Our name "PolyKhrome," an alternate spelling of "polychrome," a word from Greek origin meaning "with many colors."  That actually describes the vision of this company's goal in a word.  We're out to develop a wide range of great games of every color of the gaming rainbow (bending and blending genres in imaginative, captivating ways), and we're here to provide a wide variety of game creators with the services necessary to bring their visions to life, people with all kinds of ideas and all kinds of interests.  We have "many colors" here at PolyKhrome Games, developing own our games to our hearts' delight and delivering practically any kind of game for our clients, and doing an excellent job at it, working from all over the world and all walks of life.  When we're developing games for ourselves, we work diligently to create the greatest games from our passion, and when we're hired to develop or co-develop games, we work diligently with the client to bring their games into stunning life, one asset at a time.  We're Jacks of all trades when it comes to indie game development, and we wouldn't have it any other way.

If you hang with us, you'll get to see all sorts of neat things over time, like watching us make our games, watching us grow as a company, and even learn some of the things from our growth, possibly to start your own indie game company (or possibly even join ours!).  We're a fun bunch of people, and we hope you'll enjoy the fun games we aim to create, or that you'll enjoy our service in helping you create fun games.

- Brian Lockett, founder and chief developer of PolyKhrome Games