Not everything in life is working, farming, exploring and fighting agains creatures, right? In this video we are going to give a brief overview of the current cooking system and it's features. Make sure to check it out! https://www.youtube.com/watch?v=N8e2RhUV_JU Video transcription: Hey everyone! Martin here, from the Portia team. There are plenty of things to do in Portia, farming, exploring, playing with the town folks, and even dating with them. But that's not all! You can also cook! For cooking you will need some tools, such as the cooking set or the grill, and also the ingredients. Cooking tools can be crafted, and the ingredients can be gathered in many different ways: farming, fishing, defeating enemies or even just buying them. Once you get the cooking set or the grill you'll be able to start experimenting with the different ingredients and you can see what you can get out of them. The ingredients that you are going to use must be considered, since using the wrong ones could possibly ruin what you are trying to cook! Want to know more? Follow us in our diferent social networks. Have fun, and see you in Portia!
Not everything in life is working, farming, exploring and fighting agains creatures, right? In this video we are going to give a brief overview of the current cooking system and it's features. Make sure to check it out! https://www.youtube.com/watch?v=N8e2RhUV_JU Video transcription: Hey everyone! Martin here, from the Portia team. There are plenty of things to do in Portia, farming, exploring, playing with the town folks, and even dating with them. But that's not all! You can also cook! For cooking you will need some tools, such as the cooking set or the grill, and also the ingredients. Cooking tools can be crafted, and the ingredients can be gathered in many different ways: farming, fishing, defeating enemies or even just buying them. Once you get the cooking set or the grill you'll be able to start experimenting with the different ingredients and you can see what you can get out of them. The ingredients that you are going to use must be considered, since using the wrong ones could possibly ruin what you are trying to cook! Want to know more? Follow us in our diferent social networks. Have fun, and see you in Portia!
We'd wanted to get this build out earlier this week, but players gave us several bugs that we had to fix, so it took a bit longer than expected. We have received a lot of player feedback/suggestions since a2.9 went out, we take all of these seriously, whether we agree with/can do them or not. It's very gratifying to see many of you enjoying our efforts.
For anyone that wants to jump on the alpha now instead of waiting for EA, you can by pledging through the KS Extension running on our site. We'll send out keys to backers every 10 days.
Here's the changelist:
Added fog in the Hazardous Ruins Added more lighting in the Hazardous Ruins Added fog in Amber Island Cave Added structure texture change as seasons changes Added grass and spring flowers in town Fixed monster will attack from other side of the wall Added new monster: Sentidog Added special attack moves for Gust Added more female NPC attack moves Added aim assist for controller in world map screen Added aim assist for controller with Relic Detector Added rewards for mini-games Added accessories can now be stacked Added new CG in Tree Farm Waterwheel quest Added stroke for subtitles so they're easier to read Added ambient lighting for water effects Added level requirements for Worktable for crafting items Added punishment for failed Commissions Added different shadow setting for indoor and outdoor Added arrow key for movement Added more translations (70% done, dating lines are still not well translated, will have a patch next week with completed translations) Tweaked overworld Adjusted monster spawn in Tree Farm Adjusted monster skill range and attack angle Adjusted drops in Hazardous Ruins Adjusted put away sword animation speed for main character Tweaked Mysterious Man's presents in Portia so that he appears more often Adjusted the number of Pandabats during Tree Farm quest Tweaked water freezing during winter, not walk-able anymore, for now Tweaked waterfall's shader so that it can accept fog Adjust ability to kick tree everyday, used to be every other day Adjusted some UI Adjusted screen black time when changing scene to wedding Optimized save file size to much, much smaller Adjusted shadow setting in Hazardous Ruins Tweaked the UI pop up time when a boss is defeated in a dungeon Completely changed the way fishing works in game Tweaked some monster attack angles and speed Tweaked mission target display organization Tweaked large tree HP so it takes more than a couple of swings to bring them down "late" game right now Deleted rock trap in Amber Island Cave Deleted some trees blocked by structures Fixed color of the sun in winter Fixed game showing playable events in a date that's still not in game Fixed latency time when some quests need to teleport NPC Fixed sound effect error when breaking multiple jars at the same time Fixed cannot sell more than 99999 items to a store Fixed a possible bug while opening mail box with controller Fixed bug when Arlo is clapping hand during Sparring Fixed pathfinding bug after player accept Django's quest Fixed NPC's position in Research Center Fixed issue of flower textures screwing up during other seasons Fixed issue with sparring with the Civil Corp ending in a black screen Fixed dating causing crash Fixed NPCs greeting the player when sitting down or sleeping Fixed relic scanner UI issue Fixed issue with assembly workshop blueprints Fixed new game keeping all the blueprints from the last playthrough Fixed issue with levels auto unlocking in the Hazardous ruins Fixed Django disappearing for a few days after giving the Practice Sword quest Fixed a couple of crash bugs
With a3.0 now in the rear view, we turn our attention to a3.5, we're looking to release it at the end of November or early to mid December. We'll put out a short term road map in the next update.
We'd wanted to get this build out earlier this week, but players gave us several bugs that we had to fix, so it took a bit longer than expected. We have received a lot of player feedback/suggestions since a2.9 went out, we take all of these seriously, whether we agree with/can do them or not. It's very gratifying to see many of you enjoying our efforts.
For anyone that wants to jump on the alpha now instead of waiting for EA, you can by pledging through the KS Extension running on our site. We'll send out keys to backers every 10 days.
Here's the changelist:
Added fog in the Hazardous Ruins Added more lighting in the Hazardous Ruins Added fog in Amber Island Cave Added structure texture change as seasons changes Added grass and spring flowers in town Fixed monster will attack from other side of the wall Added new monster: Sentidog Added special attack moves for Gust Added more female NPC attack moves Added aim assist for controller in world map screen Added aim assist for controller with Relic Detector Added rewards for mini-games Added accessories can now be stacked Added new CG in Tree Farm Waterwheel quest Added stroke for subtitles so they're easier to read Added ambient lighting for water effects Added level requirements for Worktable for crafting items Added punishment for failed Commissions Added different shadow setting for indoor and outdoor Added arrow key for movement Added more translations (70% done, dating lines are still not well translated, will have a patch next week with completed translations) Tweaked overworld Adjusted monster spawn in Tree Farm Adjusted monster skill range and attack angle Adjusted drops in Hazardous Ruins Adjusted put away sword animation speed for main character Tweaked Mysterious Man's presents in Portia so that he appears more often Adjusted the number of Pandabats during Tree Farm quest Tweaked water freezing during winter, not walk-able anymore, for now Tweaked waterfall's shader so that it can accept fog Adjust ability to kick tree everyday, used to be every other day Adjusted some UI Adjusted screen black time when changing scene to wedding Optimized save file size to much, much smaller Adjusted shadow setting in Hazardous Ruins Tweaked the UI pop up time when a boss is defeated in a dungeon Completely changed the way fishing works in game Tweaked some monster attack angles and speed Tweaked mission target display organization Tweaked large tree HP so it takes more than a couple of swings to bring them down "late" game right now Deleted rock trap in Amber Island Cave Deleted some trees blocked by structures Fixed color of the sun in winter Fixed game showing playable events in a date that's still not in game Fixed latency time when some quests need to teleport NPC Fixed sound effect error when breaking multiple jars at the same time Fixed cannot sell more than 99999 items to a store Fixed a possible bug while opening mail box with controller Fixed bug when Arlo is clapping hand during Sparring Fixed pathfinding bug after player accept Django's quest Fixed NPC's position in Research Center Fixed issue of flower textures screwing up during other seasons Fixed issue with sparring with the Civil Corp ending in a black screen Fixed dating causing crash Fixed NPCs greeting the player when sitting down or sleeping Fixed relic scanner UI issue Fixed issue with assembly workshop blueprints Fixed new game keeping all the blueprints from the last playthrough Fixed issue with levels auto unlocking in the Hazardous ruins Fixed Django disappearing for a few days after giving the Practice Sword quest Fixed a couple of crash bugs
With a3.0 now in the rear view, we turn our attention to a3.5, we're looking to release it at the end of November or early to mid December. We'll put out a short term road map in the next update.
We've been working very hard on the alpha 3.0 build, we'll probably have a release candidate on Wednesday or Thursday, just finishing up the translations (which is hard as heck due to context) and fixing all the bugs, the key components that we listed in that change list are all complete. Here are a few screens to tide you over the next couple of days:
Now, the Kickstarter Extension that we mentioned in the last update. We've setup the website and it is live, you can visit here:
All payments will be through Paypal. All the stretch goals are in play, we've added several new ones:
So once again, if you know someone who missed the KS and wants to get in on the action for the beta period starting this week, please tell them about it! :)
We've been working very hard on the alpha 3.0 build, we'll probably have a release candidate on Wednesday or Thursday, just finishing up the translations (which is hard as heck due to context) and fixing all the bugs, the key components that we listed in that change list are all complete. Here are a few screens to tide you over the next couple of days:
Now, the Kickstarter Extension that we mentioned in the last update. We've setup the website and it is live, you can visit here:
All payments will be through Paypal. All the stretch goals are in play, we've added several new ones:
So once again, if you know someone who missed the KS and wants to get in on the action for the beta period starting this week, please tell them about it! :)
We ended this Kickstarter campaign at 146%! Thank you to everyone who pledged from the bottom of our hearts! You have our eternal gratitude!
Up next, we're going to spend the next week organizing everything we need to ask and sending out the Backer Survey. In the survey, backers will be asked for information like address, or name to be used in the credits, or which console.
We're thinking of doing a Kickstarter Extension through Backer Kit to try to get to more stretch goals and to allow the people who completely missed out on the Kickstarter to get a chance at the exclusive items, we'll probably decide on that tomorrow as well (it's late night here).
But the main thing is we're going to focus on making the game awesome, getting it ready for next week's alpha 3.0, EA, and beyond!
We ended this Kickstarter campaign at 146%! Thank you to everyone who pledged from the bottom of our hearts! You have our eternal gratitude!
Up next, we're going to spend the next week organizing everything we need to ask and sending out the Backer Survey. In the survey, backers will be asked for information like address, or name to be used in the credits, or which console.
We're thinking of doing a Kickstarter Extension through Backer Kit to try to get to more stretch goals and to allow the people who completely missed out on the Kickstarter to get a chance at the exclusive items, we'll probably decide on that tomorrow as well (it's late night here).
But the main thing is we're going to focus on making the game awesome, getting it ready for next week's alpha 3.0, EA, and beyond!
We've shared with you before that we're in talks with several developers regarding the console versions of My Time at Portia. Well, today, we're happy to announce that Team17, the publishing label renowned for the Worms and Escapists series, Overcooked and many more great games has agreed to partner up with Pathea Games to bring My Time at Portia to PC and consoles worldwide!
Yep, the console versions are not stretch goals! Team17 will bring their many years of expertise to help us bring My Time at Portia to console and ensure the highest quality possible for gamers across multiple platforms.
What does this mean for the Kickstarter? Well, no money exchanged hands and we're still funding our own game. So we still need this Kickstarter to be successful and to raise as much as possible to ensure that we have the right developers to allow us to hit all of our design goals for the game.
So what does this mean for the game? Well we now have a partner that's well known and well versed in working with the media and key influencers to help us build awareness and a community. With Team17's help, we hope many more people will find and enjoy My Time at Portia. The game is a labor of love for the team at Pathea Games and we are thrilled to have a partner on board who can help us realize its full potential.
Our heartfelt thanks to everyone who has pledged to join us on our journey so far and we hope many more will do so as we head towards the final days of the campaign!
We've shared with you before that we're in talks with several developers regarding the console versions of My Time at Portia. Well, today, we're happy to announce that Team17, the publishing label renowned for the Worms and Escapists series, Overcooked and many more great games has agreed to partner up with Pathea Games to bring My Time at Portia to PC and consoles worldwide!
Yep, the console versions are not stretch goals! Team17 will bring their many years of expertise to help us bring My Time at Portia to console and ensure the highest quality possible for gamers across multiple platforms.
What does this mean for the Kickstarter? Well, no money exchanged hands and we're still funding our own game. So we still need this Kickstarter to be successful and to raise as much as possible to ensure that we have the right developers to allow us to hit all of our design goals for the game.
So what does this mean for the game? Well we now have a partner that's well known and well versed in working with the media and key influencers to help us build awareness and a community. With Team17's help, we hope many more people will find and enjoy My Time at Portia. The game is a labor of love for the team at Pathea Games and we are thrilled to have a partner on board who can help us realize its full potential.
Our heartfelt thanks to everyone who has pledged to join us on our journey so far and we hope many more will do so as we head towards the final days of the campaign!