Monday, April 30, 2012

Few game terrain screenshots on Facebook

I have a few game terrain screenshots today being posted on the PolyKhrome Facebook page.  It's early development shots of the canyon desert terrain for the continent Zapade in my game Cyka and this region alone about 21 miles big.  The continent in this game is expansive and huge, and fully-explorable as a persistent world in the game's online Conquest mode.  There's only the rough stage and you'll see them fully-textured and perfectly-tweaked for the game pretty soon.

By the way, as posted on the PolyKhrome developer's blog, which is undergoing a little reconstruction today as well, the first 100 people to Like the PolyKhrome Facebook page and leave the comment "I want Cyka!" will receive a free PC or Mac desktop version of the game when its finished.  If you want to know more about just what Cyka is about, be sure to check out this article on the PolyKhrome developer's blog.  Later!

- Brian

Thursday, April 19, 2012

Folks, check out Megabyte Punch!

I don't just love making indie games--I love playing them, too.  I've just played one so good, I literally stopped in the middle of playing it just to blog about it.  The game is called Megabyte Punch, and this is a game that, after just two videos and only two minutes of playing its demo, I'm already calling one of the best indie games of all time.  Yeah.  It's that much of an instant-love game with me.



And what's more impressive to me is not just that this game is completely awesome, but also that this game was made entirely with the free version of Unity.  This game is like melting together Super Smash Bros., classic Sonic the Hedgehog, Mega Man, Custom Robo, and something else I can't find off the top of my head at the moment, all to a pleasing nostalgic platformer soundtrack, and still it somehow feels like its own original game.  Dude, just check the demo below out for yourself, and pass the word along to your gaming friends (the game is apparently multiplayer!).  (Also, consider going to Reptile Games' YouTube Channel, tell them how you like this game, and check out their other titles!)

Megabyte Punch demo!

- Brian

Tuesday, April 17, 2012

Update: A buffet of Cyka details coming up!

I'm getting ready to unload a whole bunch of stuff about my game Cyka on my developer's blog, PolyKhrome Blog.  Everything from my game design document to details about the game, to even a brief look at upcoming titles lined up behind Cyka.  I'm preparing it all right now.  If you don't see anything today, check back tomorrow.  I think you'll like what you'll see.  See you there soon!

- Brian

Saturday, March 24, 2012

Hello and Here's My Game...

Hey, folks.  In case you've been one of the people checking back at this blog, sorry I've been kinda tardy (like 7 months tardy).  But I've had a lot going on with me personally, most of it good.  Very good, in fact.

Well, first off, I did find an apartment here in New York, so yeah, that's good.  I'm thankful that worked out.  But enough about that--let me get right into my game (or should I say, games).

While I'm still working on that RPG title I talked about last time (and conceptual development for that continues along), I'm currently working on another game.  While I won't share details about the RPG just yet, I'll go ahead and reveal some details about this game I'm working on now, and my new indie company PolyKhrome.

The name of the game I'm working on right now is called Cyka, and it's a wonderful twist to my favorite gaming genres.  Basically, in Story mode, you play as a robotic being named Cyka who is a commander of a medieval-style alien steampunk robot army of knights (yes, you heard me) in charge of defending his homeland against invading neighboring cities.  Development for this game will take about 15 months (subject to change, and depends on what all I can get done--though my personal deadline is 10 months), and it will released for PC and Mac, and I plan for an iOS/Android tablet release and possibly Linux (depending how much support I get for such).

The gameplay is so highly unique, I'm afraid of sharing some of it too soon here, but I will tell you this much:

  • While the game's single-player Story mode is very fun and in no way watered down, the game truly shines in its online multiplayer modes, which include Versus mode and Conquest mode.
  • The game will strongly appeal to those who like online RTSes and RPGs (in fact, it's defining a new genre, truly unlike anything done before, really).
  • 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.
  • There is special attention going into the game's soundtrack as well, to truly make the world as fantastic as the game plays.
  • This game will be supported by a Kickstarter fundraiser (which I am currently organizing and I will let you know when it will be available soon), and will be offering special editions of the game to early supporters.
  • In Conquest mode, the game goes on while you're offline and your stats are affected.
  • The game comes with a PC/Mac version of the game, along with an additional iOS/Android version of the game.  This will allow players to transfer their data from the computer version to the mobile device version of the game, and take their gaming on the road 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 DRM-free.
  • This game will be made to look beautiful no matter what you play it on.  Whether you play it on your computer, ultrabook, smartphone or your tablet.
  • There will be online tournaments and I plan to eventually host events at indie gaming conventions around in the U.S. and Canada (I expect this game to be popular with online team gamers and have something in the vein of StarCraft tournaments).
  • I will enter the 15th Annual Independent Games Festival in 2013.  (Even though my game won't be 100% by time for submission, I will still have enough of the game built to showcase it.  I plan to still win something.)
  • After I release Cyka on Steam and Desura, I will release a free browser-based version of the game called Cyka Free that features a unique blended version of the full Cyka game's Versus and Conquest modes.
  • The target release time for Cyka is Autumn 2013.
I'm truly building a game that I want to play other people with, and have a good fair chance of losing.  It's truly that kind of game, and it's going to be one of those kind of games I think that you'll be playing for a long time.  It's an insanely addictive game.

I'll be showing work on this game on my company blog site, PolyKhrome Blog, but I'll show you the logo so far: 



Currently, the company is finishing Cyka's game design document and are working on an early prototype of the game.  I'll keep you updated.  (And I won't leave that long anymore!)  See you back here soon.  Keep exploring!

- Brian

Tuesday, August 30, 2011

Where You Been, MMJ?!

Well, long story short--for the past two months, I've been looking for a new apartment in a certain region in New York with no success...aaaaand tomorrow's my last day with my current apartment's lease.  And I'm living on less than $1000 until the next available pay period way at the end of September.  Yeah...  Going through a bit of a hard time, but I'm not worried.  My situation could be worse, and I have confidence that things will work out soon.

Meanwhile, I've been running this effort on the side called Operation Moogle, and if you're a gamer, I urge you to check it out.  Even if you're not a Final Fantasy fan, we're on the forefront of staring something new in the gaming industry--a possible new era where game developers actually ask for the gamers' voice towards developing a game.

A bit of good new is that I'm starting active development with my first indie game title.  I'll need a new computer soon, though, but first, I'll need to find a new apartment before I can get a new computer.  And I don't want to reveal too much about it at the moment, but as I have revealed before that it an RPG title of Japanese style, I'll further add that it will feature a third-person shooter battling engine and will be developed using the Unity game engine.


Oh, and I'm still working on my software idea, too.  But I'm still holding on revealing details about it for now--it's a really good idea, and I think it'll double the 3D modeler's workflow, but I don't want anyone beating me to the punch.  I want the credit of being the guy who invented it.  Maybe they'll erect statues in my honor.  Hehehe.


As a quick announcement--check out my new MMJ Favorites page here on this blog.  I just put that up today.

Anyways, that's what's been going on.  By the way, I've been thinking that the white text on black background might be a bit harsh on the eyes, so I'm trying out this softer light blue color.  What do you think of it--do you like it better or not?  Any suggestions, if you don't?  I'd appreciate your feedback on this.  Keep exploring!


- Brian



>> Be about others, and you will never be bored. <<


[UPDATED May 8, 2013: The light blue color of the font for this older post has since been reverted back to black to fit this latest blog layout template.]

New Video from ctrl+Paint: The Power of Line Weight

I recommend...that whole website, actually.  But here is a link of Matt Kohr's latest video on ctrl+Paint.

Click here: ctrl+Paint: The Power of Line Weight

INKLING BY WACOM



Be about others, and you will never be bored.