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My Time at Portia enters Early Access on Jan 23rd 2018!

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Topics - Zifei

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Title says it all. They saw our Kickstarter and was impressed. So we worked out a quick deal to bring the game to Switch and XboxOne as well with their help. They will also help with marketing, which is what Portia really needs to reach a wider audience. Couldn't be happier. :)

BUT, we still need to get that Kickstarter to it's goal, so the battle's not finished.

My Time At Portia General Discussion / My Time at Portia Kickstater
« on: September 11, 2017, 02:29:39 PM »
Please support us in any way you can, spread the word anywhere and everywhere, be it on Reddit, gaming boards, news media, Twitter, Facebook, whatever, we need all the help we can get!   :)

My Time At Portia General Discussion / Official Discord Channel
« on: September 09, 2017, 11:31:50 PM »
Not much to say other than that we've got an official Discord server setup, we'll always have some devs in there, so if you want to talk with us or influence our direction, join in the chaos. :)

My Time At Portia General Discussion / Steam Link
« on: June 29, 2017, 01:36:04 AM »

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

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!  :)

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:

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

Protoform General Discussion / Video Devlog 01
« on: December 29, 2016, 09:52:57 AM »

Some not so good acting involved.  ;)

Protoform General Discussion / New Game - Protoform
« on: December 07, 2016, 06:10:50 AM »

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.

Planet Explorers General Discussion / (CLOSED) ISO Design Contest
« on: August 23, 2016, 05:29:05 AM »
The ISO design contest is now officially closed. Thanks very much for participating in. We'll look into it and publish the result soon.  :)
As you may know, we are about to launch the final in the next month. And for the final version of our game, we are gonna need a bunch of ISOs as defaulted templates in the creation system. And we need your imagination to create some simple but nice items for us.

Equipment: Sword, Shield, Gun, Bow, Axe
Carrier: Small Vehicle, Large Vehicle, Helicopter, Battleship, Boat
Object: tiny (fine, rough), small (fine, rough), large (fine, rough)
Armor: head, body, arm and leg, hand and foot, decoration
Robot (fine, rough)
AI Turret

Please choose one of above type to create. If you prefer to make an object, or a robot, please do create both fine and rough ones (the fine and the rough will not require exact the same, but should look similar). 

1. If your work has been chosen, you will get a steam key as reward. If you provided us multiple ISOs, and more than one of your pieces got chosen, then you will get more than one steam key (one steam key for one ISO).
2. The author will be also named in the credit list.

   1. Please keep the item as simple as possible.
   2. For the equipment that are made of the same materials, please keep their attack level and the defense level consistence.
   3. Please do not place weapons on the carrier.
   4. Please do not use customized materials or textures.
   5. ISO shall not contain illegal content.
   6. Please do not copy other people's design or the existing design.
   7. You can add description or your signature in the ISO.

Deadline: August 31th. Deadline has been extended to September 12th.

Please leave us the download link of your ISO(s) on our board or email us at

Good luck!

As you know, we went and made the build system with 2 distinct parts now, with cubes and terrain. The controls also changed to the same as the Creation System. What are your opinions of it?

I want to add that some people have told us that they're not liking the controls, where is can get a bit more complicated compared to before when doing the more complicated things. But the basics are pretty easy click and drag (probably even easier than before since no more shift and ctrl). If you don't like the current controls, can you pinpoint exactly why?

Planet Explorers Suggestions / Levels
« on: August 20, 2014, 09:54:05 AM »
So we've been talking about this internally for a while, do we want levels in this game?

We have a plan to have a tree like level up system where you gain experience points from everything you do, then you can spend it on the tree. Opening up levels of Mining, Health, Combat, Replication, etc. That in turn will affect your mining speed/amount, hp/stamina, attack/defense, replication ability, etc. Some of us feel like this is an unnecessary addition to an already complicated game, it just stretches the time needed to make anything, taking away the freedom that we're going for. While others feel that this can be a boon for Adventure mode where there's a self determined direction, is a better way of balancing the game so that people don't end up with battleships in 2 hours, and that everyone likes leveling up.

So what do you think? And do you have any other suggestions on the topic of leveling up? This doesn't mean we'll do or not do a leveling system, we just want to hear what the community thinks.

Planet Explorers General Discussion / Yay, we're on Steam
« on: March 11, 2014, 06:43:03 PM »
A little early though, we're still in the process of packing the build.  :o

Now it's up to you folks to help us spread the word as much as possible. :)

As for Steam keys for early adopters, check this out:

And holy crap, we've already gotten 50 emails in the last 30 min, I guess I won't have much time at all for the next while...still, a good day. :)

How long did it take you to finish up the current storyline, all the way to the harddrive? And how many time did you die (around)?

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