![]() ![]() this kind of stuff could be avoided if multiplayer was designed into the system from the beginning, so it would only affect Portia but not Sandrock. My Time at Portia embodies all of the aspects that we have come to love about the farming simulator genre. How do you balance combat (not that I like the combat in Portia, but it would still have to be adapted for multiplayer)? Even you double the HP of bosses / reduce player damage - with the bosses attacking just one player, how do you deal with "one player gets aggro and the other one just keeps hitting him in the back"? So, bosses have to be redone as well, to deal with multiple players.Īnd that's NOT counting implementation details, such as the game maybe having an "activity hotspot" near the player, and assuming there's only one such hotspot. Restore your Pas neglected workshop to its former glory by fulfilling commissions, growing crops, raising animals, and befriending the quirky inhabitants. My Time at Portia is a farming, building, and life simulator filled with heartwarming characters, countless exciting quests, and hours upon hours of gameplay. This wonderful game helps you to take over an old family workshop, turn it around, and transform a failing business into a local empire. ![]() How does it affect things in the game if players do things that affect time differently - like opening a menu, or entering a dungeon? When it comes to playing a game that allows you to start your own new life, My Time at Portia is sure to be high up on your list. Multiplayer still uses development resources that are usually better spent elsewhere.Įven more so on a game like Portia, that doesn't have a "natural" multiplayer setting: would two workshops compete with each other, like having another Higgins? Would they be treated as one workshop, and be 50% efficient to balance it? Would the story and/or voice lines have to be redone to accommodate multiple workshops? ![]()
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