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Planet Explorers Released!

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Messages - Zifei

Pages: [1] 2 3 ... 142
1
My Time At Portia General Discussion / Re: A simulation RPG
« on: Today at 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.

2
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).

3
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!  :)

4
General Pathea Discussion / Re: Im ready[marked]
« on: May 03, 2017, 03:55:19 AM »
Support our next game(s) so we have the capital to make a really good and hopefully fully bug free sequel.  ;)

5
Protoform General Discussion / Protoform Demo 1 Released! Link!
« on: March 29, 2017, 11:31:08 AM »
After months of hard work, we’ve reached a point where we want players to try out the game and give us some feedback. We’re at odds internally regarding how hard the puzzles are and how easy the controls are (and how much story to tie everything up). We want people to try out some of the levels and tell us what they think.

Download link: http://www.indiedb.com/games/protoform/downloads/protoform


6
Protoform General Discussion / Video Devlog 2
« on: January 23, 2017, 10:14:40 AM »

7
Protoform General Discussion / Re: Video Devlog 01
« on: January 05, 2017, 04:38:00 PM »
Some people are more camera shy than others...but yeah, most of us will show up in future videos.  :)

8
Protoform General Discussion / Video Devlog 01
« on: December 29, 2016, 09:52:57 AM »
http://protoform.pathea.net/2016/12/29/video-devlog-01/

Some not so good acting involved.  ;)

9
Protoform General Discussion / New Game - Protoform
« on: December 07, 2016, 06:10:50 AM »
http://protoform.pathea.net/2016/12/07/our-next-game/

Now, we have the game running in our office already. The puzzle designs are very simple and somewhat straight forward. They are pretty fun, we've had people die 80 times but still continues to try to solve the puzzle (though we don't want players to die 80 times, the numbers are early). We'll try to put out a demo probably late this month or early next.

10
Open your nvidia control panel. Select manage 3d settings Global Settings tab, switch the drop down from Auto to nvidia, reboot your computer and try.

Is this doesn't work, try disabling your Intel GPU in device managers.

11
Planet Explorers Bugs / Re: Multiplayer - Ladders and Stairs[marked]
« on: November 11, 2016, 08:00:26 AM »
Ok, we'll do some tweaks.  :)

12
Can you post the output log from the game as well?

13
Planet Explorers General Discussion / Re: World Editor
« on: November 10, 2016, 07:51:40 AM »
Unfortunately, the story mode world cannot be modified. It's one of the holes we dug for ourselves due to inexperience.  :-[

14
That's probably seed dependent, sometimes it's literally next door.  :-\

15
Yeah, we'll get to it once the final build is pretty stable.  :)

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