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My Time At Portia => My Time At Portia General Discussion => Topic started by: Zifei on May 12, 2017, 06:06:13 AM

Title: A simulation RPG
Post by: Zifei on May 12, 2017, 06:06:13 AM
This one took us a while to get into groove. We started development nearly 2 years ago with a very small team. It ramped up as Planet Explorers neared the end of development. I joined this project full time about half a year ago. Idealistically, this game should've been done by now, but PE was taking up so many programmers that we only had a few designers and a small art team most of the time. Since we worked on a pretty big project before, it'd be easy to assume we know exactly what we're doing...NOT AT ALL. This team before most of the PE team moved over was pretty much all new. This project went from a casual RPG to a story RPG to a flying RPG to an ARPG back to a casual simulation RPG. But I think we finally got the hang of it, the lastest versions have been pretty fun to play.

So, where do we stand with it now? It's a simulation RPG. When I first pitched the idea, we wanted to make something like Animal Crossing mixed with Dark Cloud 2 mixed with Steambot Chronicles, since the release of Stardew Valley, probably add that in as well. We want to incorporate a lot of what made these games fun but also keep our own identity.

The world is set in a post-apocalypse setting, or something like 1000 years after the event. Humans are few and relics from the past are everywhere. The player is trying to start a new life in a town on the edge of civilization called Portia. He/she will start a workshop and build things with relics from the past. We want to really enrich the world with other NPCs that have their unique behaviors. We also kept some voxel digging gameplay leftover from Planet Explorers for the dungeons.

(http://pathea.net/images/web/16_05_11_01.jpg)

(http://pathea.net/images/web/16_05_11_02.jpg)

(http://pathea.net/images/web/16_05_11_03.jpg)

(http://pathea.net/images/web/16_05_11_04.jpg)

(http://pathea.net/images/web/16_05_11_05.jpg)

(http://pathea.net/images/web/16_05_11_06.jpg)

The website isn't done yet (technically, it hasn't even been started, we've been crunching a lot to get this project up to speed since our studio really need it to succeed survive). But yeah, here we go, new game!  :)
Title: Re: A simulation RPG
Post by: Malus Tepes on May 12, 2017, 06:15:36 AM
Oooo.   I really like the art style.  It has a very stylistic design to it.  I look forward to seeing what the team does with this game.   
Title: Re: A simulation RPG
Post by: mknelson on May 16, 2017, 05:25:30 PM
The world is set in a post-apocalypse setting, or something like 1000 years after the event. Humans are few and relics from the past are everywhere. The player is trying to start a new life in a town on the edge of civilization called Portia. He/she will start a workshop and build things with relics from the past. We want to really enrich the world with other NPCs that have their unique behaviors. We also kept some voxel digging gameplay leftover from Planet Explorers for the dungeons.

Did anybody else think "Where's Finn and Jake?"  ;D

I like the art style! Looking forward to this!
Title: Re: A simulation RPG
Post by: Arctic_Howler on May 19, 2017, 07:44:16 AM
The image suddenly makes me wonder where Pathea originates... not in a bad way, just the characters(language) made me wonder...
Title: Re: A simulation RPG
Post by: Zifei on May 19, 2017, 08:38:21 AM
We're located in Chongqing, China. I thought everyone knew by now. :)

In other news, we'll probably be releasing an alpha build at the end of this month.

The schedule is something like this:

June 03 - Alpha 0.1
June 24 - Alpha 0.2

We'll probably do EA, then final release around May, 2018. For Steam, PS4, and hopefully Switch (gotta really optimize to make it run well on here).
Title: Re: A simulation RPG
Post by: Malus Tepes on May 22, 2017, 05:52:31 AM
We're located in Chongqing, China. I thought everyone knew by now. :)

In other news, we'll probably be releasing an alpha build at the end of this month.

The schedule is something like this:

June 03 - Alpha 0.1
June 24 - Alpha 0.2

We'll probably do EA, then final release around May, 2018. For Steam, PS4, and hopefully Switch (gotta really optimize to make it run well on here).

Okay, I can promise if this stuff ends up on the Switch, I'm getting a switch copy.
Title: Re: A simulation RPG
Post by: brokenlogin on May 22, 2017, 06:16:14 PM
Looks like fun.  MTaP does look like it borrow a lot of mechanics from PE (which I think is great).  Is this going to be MP or SP?  Linux support, please?

thanks!
Title: Re: A simulation RPG
Post by: SilverDragon on May 24, 2017, 01:40:09 AM
Consider me intrigued. :P Can't wait to see more.
Title: Re: A simulation RPG
Post by: Zifei on May 26, 2017, 12:44:08 PM
It's single player for now. We're also only focusing on the PC version to get everything working. We'll probably expand to other versions once we're closer to complete like we did with PE.
Title: Re: A simulation RPG
Post by: SteveAdamo on June 28, 2017, 03:35:42 PM
Super excited to try out the demo. :)

But it seems the download location either can't handle the requests, or isn't optimized for any sort of traffic.

The file is only a little over 800MB, and with my connection speed of over 250Mbps, this should be downloaded in a matter of minutes.

Unfortunately, the download attempts are sitting at over 24 hours and fail completely after a few minutes. :(

Anyone else having any luck downloading the file?
Title: Re: A simulation RPG
Post by: Zifei on June 28, 2017, 04:24:50 PM
http://www.indiedb.com/games/my-time-at-portia/downloads/portia-alpha-10

Will also be on Steam for free in a day or two.
Title: Re: A simulation RPG
Post by: SteveAdamo on June 28, 2017, 05:03:41 PM
http://www.indiedb.com/games/my-time-at-portia/downloads/portia-alpha-10

Will also be on Steam for free in a day or two.

WOOHOO!!! Thanks Zifei!  ;D
Title: Re: A simulation RPG
Post by: CulturedSolitaire on July 03, 2017, 03:54:55 PM
So, will this eventually have multiplayer?
Title: Re: A simulation RPG
Post by: Zifei on July 04, 2017, 01:33:49 AM
Not planned right now, the structure of a multiplayer game would make us complete redo the current economy system.  :-\
Title: Re: A simulation RPG
Post by: Malus Tepes on July 05, 2017, 05:49:49 PM
I personally believe that this style of game is better suited for single player.  I hope to see how far this game can come as that, and worry about anything like multiplayer for a different type of game.
Title: Re: A simulation RPG
Post by: Luminaire on July 06, 2017, 07:37:45 AM
I would definitely second Malus' stance on this.
You've got a good structure going here on the premise of a singleplayer game. Implementing multiplayer is just going to over-complicate things which may result in a beautiful mess, rather than a beautiful game.

Please focus on what you have planned. I too want to see how far you can go with this.

Title: Re: A simulation RPG
Post by: Gyson on November 27, 2017, 08:33:57 PM
I just want to point out that a multiplayer request does not necessarily mean "make this an MMO". I often feel like that's the first place people's minds go to whenever they hear "multiplayer". 

Sometimes it's just about wanting to explore the world of some beautiful game with a friend at your side.

I have limited time for gaming, and what time I do spend gaming is generally spent alongside my best friend.  We enjoy playing games together, and so any game that enables us to do that usually doesn't have to work very hard to grab our interest (or money). 

On the other hand, it does mean that single-player games are competing with all the other single-player games I don't really have the time to play.

Now, I certainly don't expect every game to offer the option of playing with others, but it's nice to have that option wherever possible.  Nor do I want a game that has to sacrifice the single-player experience for multiplayer (or vice versa).  There are times when it's a question of manpower.  And there are times when it's an issue of complexity that can't be overcome.

I don't not believe the latter applies here, although that may be because I'm simply imagining a scenario where two players can collaborate on projects together in a very basic sense (e.g. both can work on gathering materials for an assignment, both have access to the player facilities, share the same shop, etc).  If that sounds like a dull multiplayer, well, it's just supposed to be an option for those that prefer it, and not a mandatory way to play.

And it could certainly be more complex than that (two shops with a friendly competition, much like there are NPCs grabbing up daily commissions, both players having individual relationship levels with NPCs, etc.), but that would obviously require more work.

My point is some of us just want to be able to load up a game, and see our friend in the same game, and then wander off together to play it in the most basic sense.  And that is a far cry from some massively multiplayer endeavor that sends most into a panic during multiplayer discussions.