3.60 star(s) 33 Votes

MightyAltroll

Member
Game Developer
Sep 19, 2017
222
474
Well yes I do. There is nuance to everything.
Go out there and read some good fanfictions. And I mean GOOD ONES, not the bullshit you have to sift through to find them. But there are some really good ones. Well written. Story setup, immersion, suspension of disbelief, dialogue responses, character types. If everything is right a fluff piece can envolve into something really good.

Its not a masterpiece, I get it, but porn can be more than just "let me stick my dick in it", Ive seen it, Ive read it. There is a difference in level of abilitiy when it comes to content. And even non-h-content can be interesting to keep you as a player interested and busy while nothing else is happening.

And they had some decent writing before. Not in all the places, but certainly in some. So I think they can do it if they want to. Its just that if you have updates which are low on h-content the writing should make up for it and vice versa. Cause technically the writer - since he is not working on the animation or programming or art - should have the time to develop these storylines in-between sex scenes. And its not like you need any other pieces for it. As long as you have the characters, base animations and background you can basically put any story and dialogue into text that you want, there are few contraints in that regard. I get you need time to be creative. But for some scenes you need more creativity than for others. And setting up important scenes the right way is already a really good thing. So there is definitely room to keep people busy if cg content is low here and there. Thats all I was saying with that.
Expect more of the kind of sex-dialogue that Vanlen's scene had. I wrote that. I'll probably reduce the size of such conversations due to the sheer quantity of scenes we have planned, but it'll roughly be of the same quality.
 

Mad_S

Newbie
Aug 23, 2019
80
133
Oh wow I haven't checked on this in a while and see they've scrapped one game for being overly ambitious and replaced it with one... that's even more ambitious.

Christ...
Oh wow, you don't know what is going on and make this uneducated comment anyway. So to sum up for you: the game was not scrapped for being overly ambitious, since it was always intended to be a rpg with combat, exploration, etc. However the game was built with plugins over plugins (Abelius is an amateur coder), Kuja was not very happy with his characters art, and the old models was probably limiting the quality and possibilities of animations (only 1 view, simpler rigging). The development was becoming harder and harder because of plugins induced instabilities/bugs, and Abelius was in charge of the coding, animation and writing, seriously slowing down the development.

So Kuja decided to revamp the gam and expand the team, which is now composed of:
Kuja: artist
Archie: main animator with good experience
Gizmo: coder, worked on some AAA titles
Abelius: animator
Vlad: writer
and several collaborators (Compound for backgrounds art, several music composers, etc)

In total at least 10 or 12 people are now working on the project, with some having professional level skills, allowing thhe devs to finally properly build the game they always wanted to make. The development is taking time, because they have very high quality standards (when the demo is out, you'll see that the quality has nothing to do with the previous version), and they want to build a solid foundation, so the development will be faster later and allow for more possibilities (for example the squeletons and animations of the models will be reusable for several characters, there will be customization options for K's hair, tatoos, fur color, etc).

Here are some links so you can see the quality of the work done







And the discord link to have all the latest info:
 
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mrme

Active Member
Nov 8, 2017
974
1,075
Oh wow, you don't know what is going on and make this uneducated comment anyway. So to sum up for you: the game was not scrapped for being overly ambitious, since it was always intended to be a rpg with combat, exploration, etc.
Bullshit, I remember when it was announced and it was announced as yet another remake of Legend of Krystal, but with better art. LoK was a walking game where you did sexy stuff to increase a stat, which unlocked more sexy stuff.
A simple concept which you somehow failed to recreate - even the walking bit was done poorly as the first hour of the game was walking around at a snail's pace, which was really fucking boring. Then you decided to throw in some mini games which were repetitive grinding of a couple of simple tasks. I can't comment on the quality of the sexy stuff because honestly your game bored the shit out of me for too long to get to them.

Yeah, I get your game was made by amateurs - 99% of western games are.
And yeah I get that you ran into production problems.

But when you restart and go "We're really going to make a AA game this time! It'll be so good it'll be a SFW game, with some sexy stuff added to it" and "We're going to focus on one part at a time, like the boring ship no one cares about".
Doesn't bode well with me, it shows to me you haven't learned from your previous failings (you aren't narrowing your scope, and you aren't focusing on the content people play a porn game for (the porn!!)).


Still I wish you all the best, but I won't hold my breath, just as I won't for any project by patreon shysters.
 

Mad_S

Newbie
Aug 23, 2019
80
133
Bullshit, I remember when it was announced and it was announced as yet another remake of Legend of Krystal, but with better art. LoK was a walking game where you did sexy stuff to increase a stat, which unlocked more sexy stuff.
A simple concept which you somehow failed to recreate - even the walking bit was done poorly as the first hour of the game was walking around at a snail's pace, which was really fucking boring. Then you decided to throw in some mini games which were repetitive grinding of a couple of simple tasks. I can't comment on the quality of the sexy stuff because honestly your game bored the shit out of me for too long to get to them.

Yeah, I get your game was made by amateurs - 99% of western games are.
And yeah I get that you ran into production problems.

But when you restart and go "We're really going to make a AA game this time! It'll be so good it'll be a SFW game, with some sexy stuff added to it" and "We're going to focus on one part at a time, like the boring ship no one cares about".
Doesn't bode well with me, it shows to me you haven't learned from your previous failings (you aren't narrowing your scope, and you aren't focusing on the content people play a porn game for (the porn!!)).


Still I wish you all the best, but I won't hold my breath, just as I won't for any project by patreon shysters.
I still have to see a single post where devs stated that the game would be a remake of LoK with better art. They said it inspired them, but never announced that it would just be a walk and fuck game...
 

MightyAltroll

Member
Game Developer
Sep 19, 2017
222
474
Bullshit, I remember when it was announced and it was announced as yet another remake of Legend of Krystal, but with better art. LoK was a walking game where you did sexy stuff to increase a stat, which unlocked more sexy stuff.
A simple concept which you somehow failed to recreate - even the walking bit was done poorly as the first hour of the game was walking around at a snail's pace, which was really fucking boring. Then you decided to throw in some mini games which were repetitive grinding of a couple of simple tasks. I can't comment on the quality of the sexy stuff because honestly your game bored the shit out of me for too long to get to them.

Yeah, I get your game was made by amateurs - 99% of western games are.
And yeah I get that you ran into production problems.

But when you restart and go "We're really going to make a AA game this time! It'll be so good it'll be a SFW game, with some sexy stuff added to it" and "We're going to focus on one part at a time, like the boring ship no one cares about".
Doesn't bode well with me, it shows to me you haven't learned from your previous failings (you aren't narrowing your scope, and you aren't focusing on the content people play a porn game for (the porn!!)).


Still I wish you all the best, but I won't hold my breath, just as I won't for any project by patreon shysters.

It strikes me as odd how you claim to know more about what we intended to do than we do.
 

Ion.TemUS

Active Member
Jun 8, 2017
949
985
No offense, but if you havent checked this out in a while then maybe not immediately make up your mind and judge it?

The original was not really overambitions, and it was scrapped because their development turned into chaos. idk the internals and tbh I dont really care (sorry) for the internal reasons, but bottom line is updates were not really substantial, interrupted multiple times and they struggled to get stuff out.

That being said they have more of a team now and I sincerely hope (although Im still skeptical on it) they can deliver something good. Remains to be seen though since I 100% agree that this is super ambitions and will be hard as nails to do.
 

Ion.TemUS

Active Member
Jun 8, 2017
949
985
It was a simple enough game.

The issue is they want to make it so much more. Which isnt a problem when it actually works and doesnt take 5 years. But how that shapes out remains to be seen.

But yea. Good Luck. Sincerely
 

MightyAltroll

Member
Game Developer
Sep 19, 2017
222
474
It was a simple enough game.

The issue is they want to make it so much more. Which isnt a problem when it actually works and doesnt take 5 years. But how that shapes out remains to be seen.

But yea. Good Luck. Sincerely
Rome was not built in a day, as I have said a thousand times, patience will be rewarded. There has never been, nor will ever be, a game like the one we are making. If you want to see it, then support us, it is as simple as that. There is nothing more I can do to alleviate your fears than tell you if funding remains constant, the game will be finished eventually with the level of detail and vision we have planned. The only possible ways that this project can fail are: A) Devs spontaneously die/quit mid production and replacements are impossible B) Funding stops.

It may take a while to get made, yes. How long? I don't know. However it will be made. You cannot rush perfection, and we are perfectionists in our art.
 

156_163_146_167

Engaged Member
Jun 5, 2017
3,138
2,514
How long has it been now since the restart of this project? And how long will we still have to wait until there is anything at all to play. Having something that potential buyers can play for themselves and see potential in would be a good way to earn new backers. I don't want to gamble by backing this project now without a good enough indication that the current team is up to the task. Especially with the current history of scrapping the previous work that this Patreon account was funding.
 

Phanatic

Member
Jan 29, 2019
167
461
It may take a while to get made, yes. How long? I don't know. However it will be made. You cannot rush perfection, and we are perfectionists in our art.
And that is an awfull thing. Ask any artist - perfectionism is a curse. Instead of making a decent product in an adequate amount of time and moving onto the next piece, perfectionist will work on little details that most of the public won't even see. Quality is a good thing, but everyone should know when its time to stop.

Currently your agenda is "We don't know when it will be done, bu we need funding" - what a comfortable place to be in, huh? I wish every job could provide you with limitless amount of time to do anything at all, because you know - perfectionism.
It doesn't work this way. This is why companies and firmas have deadlines - to make sure that a specific task can be done up to a specific date. And you should too. They don't have to be exact, since most of the deadlines can be wrong, but this way at least your community can wait up to something by a specific date, unlike now - when everything is just in question.
There are a huge amount of posts around assuring us that your team is now bigger and stronger (some people end up even saying that your team now is actually 11 people), but you still keep saying the same no-deadlined thing over and over. Stop it. If you are professional - then act as one and start giving us dates if you want to be supported.

And please stop saying that perfectionist mumbo-jumbo. It really makes you look amateur.
 

156_163_146_167

Engaged Member
Jun 5, 2017
3,138
2,514
And that is an awfull thing. Ask any artist - perfectionism is a curse. Instead of making a decent product in an adequate amount of time and moving onto the next piece, perfectionist will work on little details that most of the public won't even see. Quality is a good thing, but everyone should know when its time to stop.
I wholeheartedly agree! I have trouble letting go of my perfectionism, which is a real burden when you're doing something that's not just for yourself. So in this instance, where real people paying real money expecting a product are involved, you better not strive for perfection. In fact, I will as far as saying that perfectionism can lead to serious mental health problems, because it certainly has played a role in doing so for me.

People will complain when you miss a deadline. But people will complain more if you never even release anything at all while still syphoning their money. Set deadlines. Make a plan to release something, anything at all as soon as you can.
 

MightyAltroll

Member
Game Developer
Sep 19, 2017
222
474
And that is an awfull thing. Ask any artist - perfectionism is a curse. Instead of making a decent product in an adequate amount of time and moving onto the next piece, perfectionist will work on little details that most of the public won't even see. Quality is a good thing, but everyone should know when its time to stop.

Currently your agenda is "We don't know when it will be done, bu we need funding" - what a comfortable place to be in, huh? I wish every job could provide you with limitless amount of time to do anything at all, because you know - perfectionism.
It doesn't work this way. This is why companies and firmas have deadlines - to make sure that a specific task can be done up to a specific date. And you should too. They don't have to be exact, since most of the deadlines can be wrong, but this way at least your community can wait up to something by a specific date, unlike now - when everything is just in question.
There are a huge amount of posts around assuring us that your team is now bigger and stronger (some people end up even saying that your team now is actually 11 people), but you still keep saying the same no-deadlined thing over and over. Stop it. If you are professional - then act as one and start giving us dates if you want to be supported.

And please stop saying that perfectionist mumbo-jumbo. It really makes you look amateur.
Ah, and how soon until we're EA? There needs to be balance between quality and speed. How smooth do you want an animation? What resolution do you want an image? How in depth do you want a quest? How well thought out do you want your mechanics? How many bugs do you want there to be? How good of a game do you want?

Do you think that I am not aware of people's patience when I received constant complaining about such things? Do you think me an imbecile? We are perfectionists within reason, not lunatics. However, we are all artists of our own trades. We take pride in our work, and would not release garbage just because some people can't be patient.

The team is precisely 5, with an artist providing us unpaid work for the environment/concept art. I'm not giving you a date, because I am not certain of when it will be finished myself, progress is slow due to the nature of the animations and models. You want good animations? You want multiple poses for sex? This is what must be done, and we're doing all of the ground work up front.

Now, since you're going to insult my intelligence and the standards of the team, allow me to ask you how many games you know of that give release dates within the first months of production? They don't know, you don't know, and I don't know. No one knows, all I can do is give probabilities and educated guesses. If you wanted to be an informed human being and member of our community, you could make a slight effort to view the streams, and speak to the devs on their progress, in which case you would likely come to the same rough conclusion that work is being done, and that the project will take form soon.

I have made an effort, despite my displeasure of coming here, to set the record straight, inform the people here, make myself available, and offer answers to those that want them about the game we're developing. I have no interest to come to these forums to read incessant ill-informed whining, especially when it results in my team being insulted. Let me make this very clear, I do not mind constructive criticism, advice, or complaints. However I'm so very tired of having to correct people's own random hearsay they come up with, nor do I enjoy listening to people act like they have any inkling as to what it takes to develop a game, and turn my team into caricatures, claiming to know what we're planning/thinking better than we do.

I wholeheartedly agree! I have trouble letting go of my perfectionism, which is a real burden when you're doing something that's not just for yourself. So in this instance, where real people paying real money expecting a product are involved, you better not strive for perfection. In fact, I will as far as saying that perfectionism can lead to serious mental health problems, because it certainly has played a role in doing so for me.

People will complain when you miss a deadline. But people will complain more if you never even release anything at all while still syphoning their money. Set deadlines. Make a plan to release something, anything at all as soon as you can.
Deadlines only work if you have a rough estimate of how long it will take to complete a set of work. I could set a random arbitrary deadline for Archie to complete his rigging/meshing/weighting/animating, but it's just going to be missed, because there is so much variation in the length of time the tasks require, so many things can happen. You can watch his stream, he is working as best as he can, as quickly as he can. He is far more experienced in animation than I am, and it is not my place to tell him how to do his job. Especially when he is experimenting with techniques that even he, as a professional in the industry, is unfamiliar with. I expect only that he do it to the best of his ability, which, as far as I can see, he is.

What, pray tell, is the alternative? Were you in my position what would you do? Threaten to fire him if he doesn't reach a deadline? How do you even gauge where to set the deadline?
 
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156_163_146_167

Engaged Member
Jun 5, 2017
3,138
2,514
Deadlines only work if you have a rough estimate of how long it will take to complete a set of work.
So that means you have no clue at all how long things will take? How can that be with at least two people having experience with the last iteration of this game and others that were talked of as professionals? Surely you don't go to work every day without a clue what you need to do and how long you'll be working on that thing. You must have some goal in mind. And if you do, I think you should shrink that goal so you can set a deadline.
I could set a random arbitrary deadline for Archie to complete his rigging/meshing/weighting/animating, but it's just going to be missed, because there is so much variation in the length of time the tasks require, so many things can happen.
Then do that. Set a deadline. See if you can estimate how long something takes and keep records of how long it actually takes. That way you develop your ability to plan ahead and become more familiar with your working tempo. It's not strange for deadlines to be missed and estimates to be off early on in the project. But if you don't start setting deadlines and planning now, when will you?
You can watch his stream, he is working as best as he can, as quickly as he can.
I have not expressed doubts that he isn't. But setting goals and deadlines and keeping track of how long you spend on certain tasks gives you insight in how to work more efficiently. There are always things you can improve on or things you never realized take as long as they do that you don't know about.
it is not my place to tell him how to do his job.
I am not saying that you specifically should tell him that he should be finished with task X by date Y. Instead talk together as a team to figure out what you can achieve in a certain period of time. A month or two weeks for example. It doesn't have to be a lot. But planning in short bursts gives you perspective of the whole project and can improve morale, because you see that things are getting done.
Especially when he is experimenting with techniques that even he, as a professional in the industry, is unfamiliar with.
Right. Another reason to set deadlines and do timeboxing. If you don't set a limit on how long someone can experiment with whatever new technology they're looking into, how or when do they know that they should move on and make a decision on what to work with? As an example, if you were to task me with finding out some library or framework to use for a certain task, would you still let me do my research for as long as I please? Instead of trying to find out every bit of information about the potential frameworks and libraries to use for weeks on end, set a cut off point at a few days for instance. At that point you'll probably have enough information to come to a conclusion and further research won't change the outcome much. I think this is another area where you need to set aside your perfectionism for the good of your customers.
I expect only that he do it to the best of his ability, which, as far as I can see, he is.
Can you tell me what exactly you mean with doing something to the best of your abilities? Does this also include spending as much time on it as he pleases, or does it mean that he works efficiently rather than at 100% effectiveness.
What, pray tell, is the alternative? Were you in my position what would you do? Threaten to fire him if he doesn't reach a deadline? How do you even gauge where to set the deadline?
Hopefully the things I've talked about above give you some idea. If you don't have any clue how to gauge where to set a deadline now, what makes you think that you will be able to in the future? If I was a potential backer, and I guess I am, I would want to know what your plans for the future are and how you will prevent the game from getting into a development hell leading to its abandonment.
 
3.60 star(s) 33 Votes