![]() ![]() The food can be sold, given as gifts, or eaten by the player to gain stats.ĭigital PC backer rewards will be sent out when the game launches on PC in spring of 2022. The player will be able to make many different recipes found throughout the world. Holidays - There are several holidays and events that happen throughout the year in the game, some returning from Portia with a fresh take, some all new and unique to Sandrock! From the Day of the Bright Sun, which is celebrated all over to the Day of Warmth, where people dance around a bonfire to First Rain, where people celebrate the first rainfall of the year each holiday will make for a fun and immersive experience that keeps the passage of time meaningful.Ĭooking - The game will have an elaborate setup for cooking. They will include sand racing, sand fishing, sparring, gun fighting, and more. Mini-games - We’re trying to add in as many different mini-games as possible. Going the romance route will allow you to go on dates with the NPC, and eventually you’ll be able to marry the character and have kids. The relationships are, once again, more than just something extra to do in the game they’re tied together with the overall game loop: if you have a good relationship with a specific character, you’ll unlock perks such as new missions, stat boosts, cheaper goods, or a more willing hand to help out when you need it. Initially, fewer NPCs will be romanceable, but we are working to make each romanceable character unique and memorable with several personalized quests for each, in addition to giving them their own unique behaviors. Relationships – All characters in the game will be more interactive than before: almost all of them will have character-specific quest lines and have much more dialogue. We’ll try to remedy that in Sandrock by making sure that there are multiple ways to utilize the harvest. We realize that in Portia we had a problem where almost the only thing players could get out of farming was a little extra money through selling crops. If the Kickstarter somehow fails, we’ll probably only have a basic version of multiplayer until the sales of the game picks up.įarming – You’ll still be using planter boxes for farming in Sandrock, but with some new elements. Overall, we do have the funding to finish the game in a timely and fully realized manner. We feel like that if we handle all the publishing duties ourselves, we’ll be better positioned to service all the different platforms in a timely matter. The second thing we want to do is to self-publish. To do that, we’ll need to hire more programmers, designers and artists to specifically craft that experience, and that’ll significantly increase the budget. Multiplayer is hard to do well, and we want to create a multiplayer mode that people would be excited to bring their friends in to play. But the reason we wanted to do this Kickstarter is because there are a couple of features that we really want to do well this time around, and any extra funding would go a long way to ensure that. We’re a small studio, so we never have enough funding. Once we made the shift from DLC to making a new game, the development process has all been done with the future in mind, so the main difference is that Sandrock will be what we always wanted Portia to be. Upon release, Sandrock will be a more polished game the art will be better, there will be more music, the characters will be more in depth essentially: the things people liked about Portia will be present, but we’ll have plenty of new stuff to make things feel fresh. When we were planning the Sandrock DLC, we realized that with our same engine, the new map would just be more of the same it wasn’t really exciting for us, and we didn’t think the players would like it either. The deciding factor for us was that Portia’s framework could never handle multiplayer, and in order to make it work, we’d have to start from the ground up. We’ve released a series of free updates to try to give Portia the polish we always wanted it to have, but unfortunately, we’re very limited by some of the coding decisions we made early in development, and we haven’t been able to do what we want to do, nor what the fans have wanted us to do. Portia was coded by a team under a lot of pressure to deliver in a short time, so shortcuts were taken that have made things difficult for us to expand upon Portia at present. What you can expect to see is a game with a similar vision, made by a much more experienced dev team, with a much greater potential for expansion. ![]()
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