Fifth, make sure the sound and voice-acting in this game are up to standard. ![]() Fourth, optimize it and make it as bug-free as possible (we learned a lot of lessons from Portia). Third, we’re going to have a dedicated single-player RPG and a special mode where friends or strangers can play together. We’re still aiming for a Miyazaki-inspired kind of world, but with a few other surprises thrown in… Second, we wanted to have the overall story arc be more satisfying, but also with more focus on each individual NPC. First, Sandrock will have a similar pathos to My Time at Portia, but offer a completely new experience with new types of gameplay. On top of that, we really wanted to include a form of multiplayer that would really meet expectations for our players, and My Time at Portia’s programming structure just didn’t support that. We required better graphics, better optimization, more story, and more satisfying gameplay systems: basically, we needed better production values across the board. ![]() But as we delved deeper into game production, we realized that in order to fully express the tale of Sandrock, we needed to start from scratch. When we started working on Sandrock, it was supposed to be a downloadable addition to My Time at Portia.
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