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Planet Explorers Released!

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Messages - Zifei

Pages: [1] 2 3 ... 143
1
My Time At Portia Bugs / Re: Dropping a Log...
« on: July 21, 2017, 10:02:10 AM »
It looks like you're running the game on a HD3000, is this correct? This integrated GPU will not be able to run this game (not enough graphics memory). We're aiming to get the game running well at fastest on a HD5000.

2
It's a rare drop in the Abandoned Ruin.

3
My Time At Portia Suggestions / Re: Day of the Sun Festival
« on: July 10, 2017, 07:33:35 AM »
That's the direction we're going in, we just have too many assets planned, so they'll be added slowly.

4
My Time At Portia General Discussion / Re: Lumi's time at portia
« on: July 08, 2017, 07:16:21 AM »
Oh, it was correct in the script, that's why I didn't see it. Don't know why it's different in the speech content database tables.

Movement for the jet pack will be tweaked, I want it exactly like the PE version.

5
My Time At Portia General Discussion / Re: Lumi's time at portia
« on: July 08, 2017, 05:16:26 AM »
I saw one typo "built," what was the other one?

6
Yeah, we'll tweak the fishing prompt for the next build. So far, the fishing still doesn't feel exactly right, there isn't much weight to it. So we're still tweaking the coding as well.

7
My Time At Portia General Discussion / Re: Steam Link
« on: July 04, 2017, 03:52:45 AM »
Ah, will see what I can do.

8
My Time At Portia General Discussion / Re: Spider silk as loot?
« on: July 04, 2017, 03:51:59 AM »
Nothing in this build.  :-\

9
My Time At Portia General Discussion / Re: A simulation RPG
« 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.  :-\

10
My Time At Portia Bugs / Re: The walking fall.
« on: July 01, 2017, 02:45:24 AM »
Oh yeah...that issue. It's on a list of a lot of other issues at the moment. Priority is still to get world generation right the first go so that we'll not have any garbage collection issues later down the line that caused all the stuttering in PE.

11
My Time At Portia General Discussion / Steam Link
« on: June 29, 2017, 01:36:04 AM »
http://store.steampowered.com/app/666140/My_Time_At_Portia/

The alpha is now up on Steam. Windows 64bit only for now! Enjoy!

12
My Time At Portia General Discussion / Re: A simulation RPG
« 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.

13
My Time At Portia General Discussion / Re: A simulation RPG
« 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.

14
My Time At Portia General Discussion / Re: A simulation RPG
« 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).

15
My Time At Portia General Discussion / A simulation RPG
« 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.













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!  :)

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