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
Friday, June 29, 2012
Update: What I'm doing right now?
Labels:
Cyka,
demo,
PolyKhrome,
production,
recruitment,
terrain maps,
three,
Unity 3.5,
update
Wednesday, June 27, 2012
I just fixed my Wacom!
Succeeeeess! |
Don't know how or why it worked, but I fooled around with my Wacom tablet some more and tried someone's "whodathunk" suggestion for getting it to work again and I got it working again. I don't know if the fix will last or not, but I don't really care--it's working for now, and now I can paint my textures easier again! This fix saves about $200-$300 for a new one. Anyways, back to full speed with production!
Labels:
Brian Lockett,
Dexter's Lab was awesome,
Fixed,
full power Mr. Scott,
graphics tablet,
kudos if you read the labels,
Wacom
Update: Some new screenshots and concept art
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Yeah, this terrain is huge. |
- Brian
Unity 4 is bringing changes to Unity and Cyka development
This is epic... |
Unity 4 is coming out soon, and it's looking to be a real game-changer for Unity-developed games (such as Cyka). Basically, thanks to Unity 4, not only will have characters in Cyka move a lot better in the game thanks to a new Mecanim feature, but now PolyKhrome can offer Linux gamers a standalone desktop version of Cyka (though, a platform-independent web browser version of the game is still planned), we can offer some optional DirectX 11 features for the PC version of Cyka, and we can provide some better shadow effects to the mobile versions of the game.
Jake "virt"Kaufman |
(By the way, if you've never heard of Jake Kaufman's work and don't know why I'm excited that I'll be inquiring him later on his soundtrack services, check his demo reel out and then please check this work out. I'm a huge fan of his work, and I know that if I can get him (and he does seems to be pretty accessible), he'd definitely help bring out this game's awesomeness. No guarantees, but we'll have to wait and see, and first get the game more together.)
Even though UDK is still technically more powerful than the Unity Engine, this next Unity release is going to be huge, and make Unity Engine even more a strong contender for indie game developers. They own the Mecanim technology (they bought the small company who developed it for them) and it comes standard with Unity 4, which is something unlike anything other game engines really have right now (not even UDK, even with its robust animation system, has something quite like this).
Unity's parkour dude, running with Mecanim |
It not only makes the characters look incredibly fluid with more natural motions in action, but it runs incredibly well on platforms without a heavy memory and processing cost (it runs even with mobile devices!), and most of time, it saves developers time. Go here to watch a video to see Mecanim in effect.
There are so many goodies that Unity 4 now brings to the table that I will postpone the Cyka: Steamed Edition demo for Steam (developed with UDK) just to focus on fully utilizing Unity 4 for the standard non-Steam DRM-free cross-platform edition of Cyka (which would also save me from giving a whopping 25% of my Kickstarter funds just to Epic Games alone, just to use UDK at first). I'm still making Cyka: Steamed Edition, because I still want a Steam-powered version for both PC and Mac. But right now, Unity 4 really came at a great time, and I really want to give the main cross-platform desktop and mobile versions of Cyka my full attention with Unity 4.
- Brian
Labels:
Cyka,
desktop version,
development,
DirectX 11,
Jake Kaufman,
Linux,
Mecanim,
PolyKhrome team is gonna grow,
standalone,
Unity 4
Tuesday, June 26, 2012
Sorry about the absence, folks!
![]() |
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
Labels:
Brian Lockett,
Cyka,
Kickstarter,
kudos if you read the labels,
set-backs,
sometimes life happens,
Unity 4,
update,
Wacom
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
- Brian
Labels:
Android,
Cyka,
Deuces Wild,
episode,
games,
Games page,
indie games rule,
iOS,
Jacks Are Better,
Linux,
Mac,
new page,
Nintendo,
Nintendo 3DS,
OnLive,
PC,
PolyKhrome,
titles,
Wii U
Update: Cyka model development screenshots
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Commander Cyka in development |
- Brian
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