Moving Ahead

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 out the screens!

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.

Files

My Time At Portia-Alpha-1.0.zip (846 MB)
28 days ago

Get My Time At Portia

Comments

Log in with your itch.io account to leave a comment.

Have only been playing 3 hours, loving it so far. 

The name plates can be handled with a check box in options to toggle them on or off.

I suggest creating individual boxes for NPC, hostiles, etc.

Is it possible to invert the mouse for the purposes of vertical camera movement?  It's so ingrained into me that it renders the game unplayable and there does not appear to be any exposed means to effect this change in the current Alpha.

Maybe have 3 options for displaying names, on, off, and rpg that way players can have an option that suits their play style. The rpg mode could be hide the name once you have a better relationship and/or display only if relevant to quests. 

(Edited 1 time)

"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?'

Just make it as option in settings with default on (show names), so those who want to disable showing names, can do so.

By default i would let it stay, because even if characters are different from each other you need to get used to them to be able recognize.

I think having an option would be best as well!

Deleted post
(Edited 1 time)

Nah, I think it would be best to do like Animal Crossing where they make *cute* but nonsensical noises when you talk to them. It saves on having to hire VAs, and you can make each character have a unique voice, without the added expense.


Also another vote for maintaining the character names when you approach, it will help with people who are not familiar with the characters to identify them. Perhaps a toggle to turn off the floating name for those who want that?

Great game so far! I love the art style and the story! I feel like having the names above the heads is very useful, but it might be a good idea to have an option to turn it off for people who find it inconvenient.

Maybe only highlight the names if they have to do with your current quest

This has been a really fun game so far.  Kudos on the graphical style and fun gameplay.  Really looking forward to how the game develops over time!

Personally I'm good with the character name showing above their head.  I don't think there's a big impact to immersion, and I find it kind of convenient.  Maybe you could make it an option in the UI to turn it on or off based on distance?  Hit the best of both worlds?  The new character models look neat, and the female player character design idea looks pretty cool too.