My Time at Portia - zede05
We're aiming to release the alpha 2.0 build of My Time at Portia on August 3rd. Here's what we're working to improve in this build:

Nora Changed
So we had some debate regarding Nora's outfit, we decided it didn't really fit the type of Church we were going for, which is like a Taoist naturalist church. So we changed her character design. We moved the old Nora design to Phyllis, the nurse.



Indoor Models
We've added several new rooms, from the church to the school.





The Haunted Cave on Amber Island dungeon
We've been working hard on extending the storyline for this build, one of the main pieces is the cave on Amber Island.



New Areas
We've started work on several new areas, we probably won't open them to public even though they're in alpha 2.0, since we have got to leave something for the paid version. But here's a preview:







New Lighting Model
We upgraded the game's lighting model and character shaders, now there's more contrast and overall better rendering effect.







Optimization
No images for this one, but we've optimized the game in several areas. In this build, a 750ti should be able to run this game near 50fps when playing on good. The loading that happens when entering and leaving rooms has also been shortened.

In other news, a lot of players have asked us if we'll do a Kickstarter, we're thinking about it. On one hand, we could use the money to make the game better as well as the publicity, but on the other hand it does take time to set it up and would be a really hard slap in the face if it doesn't succeed. So it's a trade off, risk versus reward.
My Time at Portia - zede05
We're aiming to release the alpha 2.0 build of My Time at Portia on August 3rd. Here's what we're working to improve in this build:

Nora Changed
So we had some debate regarding Nora's outfit, we decided it didn't really fit the type of Church we were going for, which is like a Taoist naturalist church. So we changed her character design. We moved the old Nora design to Phyllis, the nurse.



Indoor Models
We've added several new rooms, from the church to the school.





The Haunted Cave on Amber Island dungeon
We've been working hard on extending the storyline for this build, one of the main pieces is the cave on Amber Island.



New Areas
We've started work on several new areas, we probably won't open them to public even though they're in alpha 2.0, since we have got to leave something for the paid version. But here's a preview:







New Lighting Model
We upgraded the game's lighting model and character shaders, now there's more contrast and overall better rendering effect.







Optimization
No images for this one, but we've optimized the game in several areas. In this build, a 750ti should be able to run this game near 50fps when playing on good. The loading that happens when entering and leaving rooms has also been shortened.

In other news, a lot of players have asked us if we'll do a Kickstarter, we're thinking about it. On one hand, we could use the money to make the game better as well as the publicity, but on the other hand it does take time to set it up and would be a really hard slap in the face if it doesn't succeed. So it's a trade off, risk versus reward.
My Time at Portia - zede05
A lot of players have asked about farming in the last couple of weeks. Are we going to have it or not? Some have even suggested that if the player marries Emily, he/she will inherit the entire farm next door. While that's wishful thinking, we can tell some players are very passionate about this subject. So, we'll talk about it today. First these shots:







Yes, the above shots are from the game. Yes, we actually had most of the farming code done. Yes, it actually worked! But then we took it out. Before you start throwing things at the monitor, let me explain why. Over the past year, we've been tweaking the gameplay constantly. Sometimes we added in too much story and it felt like being dragged around by the nose, then we let loose too much and the player became directionless. We also saw a conflict between workshop gameplay and farming gameplay. On one hand, players had to spend a fair amount of time and energy to attend to their crops every morning, on the other hand, we were encouraging players to go outside and explore new things by having a very rich map. The balance and the rhythm just wasn't there, and it was causing the game to be not fun.

We had a bunch of meetings this spring in which we decided to have a workshop over a farm, the main reason was by that time the world and backstory that we were setting up with the Abandoned and Hazardous Ruins and all the various areas was a better fit for a workshop, you just didn't need all the area and all the resources if you're just making a farm. We put farming on the back-burner and concentrated on the core of the game.

Which brings us back to now. We know we'll need to bring back farming, there's just way too much demand, but we need to figure out a better way to implement it in our game. We're going to try something different with farming this time, unlike most of the farming games where you have to take care of your crops everyday, consuming lots of time and energy, we'll try to make the farming more industrialized, more modern, such as using a planting box or semi-automatic irrigation systems. We want to keep the essential part of farming, such as planting your own crops and watching it grow, while taking out much of the daily routine associated with it. We're aiming to have this function in game in the next few builds. So, what do you think? Are we going in the right direction, at least on paper?
My Time at Portia - zede05
A lot of players have asked about farming in the last couple of weeks. Are we going to have it or not? Some have even suggested that if the player marries Emily, he/she will inherit the entire farm next door. While that's wishful thinking, we can tell some players are very passionate about this subject. So, we'll talk about it today. First these shots:







Yes, the above shots are from the game. Yes, we actually had most of the farming code done. Yes, it actually worked! But then we took it out. Before you start throwing things at the monitor, let me explain why. Over the past year, we've been tweaking the gameplay constantly. Sometimes we added in too much story and it felt like being dragged around by the nose, then we let loose too much and the player became directionless. We also saw a conflict between workshop gameplay and farming gameplay. On one hand, players had to spend a fair amount of time and energy to attend to their crops every morning, on the other hand, we were encouraging players to go outside and explore new things by having a very rich map. The balance and the rhythm just wasn't there, and it was causing the game to be not fun.

We had a bunch of meetings this spring in which we decided to have a workshop over a farm, the main reason was by that time the world and backstory that we were setting up with the Abandoned and Hazardous Ruins and all the various areas was a better fit for a workshop, you just didn't need all the area and all the resources if you're just making a farm. We put farming on the back-burner and concentrated on the core of the game.

Which brings us back to now. We know we'll need to bring back farming, there's just way too much demand, but we need to figure out a better way to implement it in our game. We're going to try something different with farming this time, unlike most of the farming games where you have to take care of your crops everyday, consuming lots of time and energy, we'll try to make the farming more industrialized, more modern, such as using a planting box or semi-automatic irrigation systems. We want to keep the essential part of farming, such as planting your own crops and watching it grow, while taking out much of the daily routine associated with it. We're aiming to have this function in game in the next few builds. So, what do you think? Are we going in the right direction, at least on paper?
My Time at Portia - contact@rockpapershotgun.com (Samuel Horti)

My Time at Portia

My Time At Portia [official site] is a post-apocalyptic RPG. But if this is what the world looks like after an apocalypse then (WARNING: HOT TAKE INCOMING) maybe Donald Trump is the best thing that could’ve happened to us. It’s absolutely gorgeous, full of colour and wacky characters, like bears in blue and gold dressing gowns.

The premise is that you arrive in Portia and start with a basic workshop, and it’s your goal to grow your business from there. You’ll explore the town and surrounding areas, talk to NPCs (all of whom have routines and backstories), cut down trees, craft items and fight monsters. It looks like a mix between Harvest Moon, Minecraft, and Stardew Valley, which are a few of my favourite things. It’s playable right now via a free alpha build that you can download here (it’s worming its way onto my PC as I type this).

… [visit site to read more]

Jul 4, 2017
My Time at Portia - zede05
It’s been a few days since we put out My Time At Portia Alpha 1.0, and the responses from players have been very helpful. We’re now much more confident in our approach to the gameplay than before. We’ve already moved on to the next build, which is due later this month, still free. In the next several postings over the next few weeks leading up to the release, I’ll be addressing what we’re working on.

This time, I’ll be talking about the characters. As everyone probably noticed, a lot of the current NPC models are temporary. Mars’ model was used as Presley, Dr. Xu, and Paulie, causing some confusion. Emily’s was also used as Ginger’s. Well, well, not anymore! Check these out:









We’re debating whether we should keep or get rid of the names of the NPCs above their heads when the player gets close, on one hand, it’s really convenient, on the other hand, it does break the illusion somewhat. What do you all think? Our NPCs are detailed and different enough that they’re easily recognizable, but we don’t know if players can take the hassle. We’re also looking to change the clothing design of Nora and Minister Lee. The Church of the Light is more similar to Taoism, so their clothing designs should be much simpler. High quality looking, but simple. On the animation side, we plan to add in some distinct character animation for all the characters, you’ll see a lot of these in the next build.

Finally, many have asked about the basic female player character, while she won’t be in the next build, we have started working on her. Here’s what her concept looks like.

Jul 4, 2017
My Time at Portia - zede05
It’s been a few days since we put out My Time At Portia Alpha 1.0, and the responses from players have been very helpful. We’re now much more confident in our approach to the gameplay than before. We’ve already moved on to the next build, which is due later this month, still free. In the next several postings over the next few weeks leading up to the release, I’ll be addressing what we’re working on.

This time, I’ll be talking about the characters. As everyone probably noticed, a lot of the current NPC models are temporary. Mars’ model was used as Presley, Dr. Xu, and Paulie, causing some confusion. Emily’s was also used as Ginger’s. Well, well, not anymore! Check these out:









We’re debating whether we should keep or get rid of the names of the NPCs above their heads when the player gets close, on one hand, it’s really convenient, on the other hand, it does break the illusion somewhat. What do you all think? Our NPCs are detailed and different enough that they’re easily recognizable, but we don’t know if players can take the hassle. We’re also looking to change the clothing design of Nora and Minister Lee. The Church of the Light is more similar to Taoism, so their clothing designs should be much simpler. High quality looking, but simple. On the animation side, we plan to add in some distinct character animation for all the characters, you’ll see a lot of these in the next build.

Finally, many have asked about the basic female player character, while she won’t be in the next build, we have started working on her. Here’s what her concept looks like.

My Time at Portia - zede05
You can find the alpha as a demo download on the My Time At Portia storefront.

After over a year of development from its earliest stages, My Time at Portia is now ready to be tested out by you, the players. It is alpha 1.0, so there will be bugs, design issues, and general strangeness. But, it does contain around 4-5 hours of gameplay and it shows off the world we created in all its un-optimized splendor.

We do want to hear all the feedback possible, since the main reason we put out such a build is to see if we're on the right track, what people like, what people don't like, and how we can make it better. So please, please, please drop us a line on our steam community board or email us!

We're looking to put a couple more builds out in the future before we hit Early Access on Steam late this year. We're aiming to finalize the game in April 2018 for PC and have it release on the PS4 and maybe Switch in June of 2018.
My Time at Portia - zede05
You can find the alpha as a demo download on the My Time At Portia storefront.

After over a year of development from its earliest stages, My Time at Portia is now ready to be tested out by you, the players. It is alpha 1.0, so there will be bugs, design issues, and general strangeness. But, it does contain around 4-5 hours of gameplay and it shows off the world we created in all its un-optimized splendor.

We do want to hear all the feedback possible, since the main reason we put out such a build is to see if we're on the right track, what people like, what people don't like, and how we can make it better. So please, please, please drop us a line on our steam community board or email us!

We're looking to put a couple more builds out in the future before we hit Early Access on Steam late this year. We're aiming to finalize the game in April 2018 for PC and have it release on the PS4 and maybe Switch in June of 2018.
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