3.60 star(s) 32 Votes
May 31, 2018
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334
that's...
about what i expected
View attachment 872676
they really need to name them something other than legend of krystal, every game with that name is doomed to be abandoned.

*Playshapes* had no particular problems completing his original * Legend Of Krystal * game, just because he mostly worked solo... And the problems for the LOK team began quite trite - conflict of interest, someone had too high self-esteem about themselves, others did not agree, and the battle of thrones began... And thanks to it - we have a year of delays, and it is not yet clear where all this will eventually lead their (LOK/TRIBE/ADDYOURNAME/ Team) * updated * project in future...
 

SonaraFox

Active Member
Jul 6, 2017
570
1,196
*Playshapes* had no particular problems completing his original * Legend Of Krystal * game, just because he mostly worked solo
In all fairness even playshapes didnt finish his version of Legend of Krystal either. Although not due to mismanagement and simply being done with the internet as a whole, unfortunately. Maybe if he didnt feel the way that he did and could continue being a content creator then we might have seen the end of what he wanted with his original vision. Theres a timeline out there blessed with some exceptional nostalgia we were cursed to not have...

I really wish anyone capable of making a full on LoK project would actually just stop and play it and really consider what made legend of krystal what it is. It wasn't corruption mechanics. It wasnt resource management, it wasn't about job specifications or one big puzzle game. It was just krystal getting fucked by tribal lizard dudes for progression and for the most part thats all people expected and wanted of it, yet sadly isnt something really considered whenever an attempt is made.
 
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DoorFive

Member
Dec 3, 2019
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391
Oh man, PlayShape's Legend of Krystal really takes me back. I still remember the LoK forums that was spawned by the release of the game.

Was playshape's LoK unfinished? I kind of recall it was not. It must have been a decade ago, but I do remember that it was mostly a sex simulator, go around and basically collect the scenes. There was practically no gameplay to speak of, save for the progression of porn. I realize 'gameplay' is a wide term, but in this sense it describes an open rails system sort of in a way a virtual novel plays. You're just in it for the ride.

What would PlayShapes have done if they were motivated to do more to the LoK game? I sure do not know. It already had a core gameplay, and that was get fucked as a blue space vixen. I believe that many game sequels try their best to follow the core gameplay of their predecessors. Super Mario's Core Gameplay revolves around jump man of course, and using those methods to platform, and defeat enemies. This core gameplay does not change for years unless Mario bleeds into other genres. We can see that games try to follow core gameplay when making the next generation of Phantasy Star, or even the shooting DukeNukem.

What is LoK's core gameplay, then? It's like it was in the original, a space vixen get's fucked, and that's about it. you're allowed to add gameplay to that if wished, you're allowed to add voiced grunts, items, maps, quests, anything that would elevate that core gameplay. As long as that space vixen is getting boned, whether by tacos or sausages, the core gameplay can be improved many ways if it synergizes well.

So yeah-yeah, as long as our heroine finds herself in...sticky situations, I think it's good to go.
 

SonaraFox

Active Member
Jul 6, 2017
570
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Was playshape's LoK unfinished? I kind of recall it was not.
It wasn't and it was clearly indicated by the fact that it ended with unfinished test animations with two dicked werewolves as well as an intention to make the next section a dark forest theme.

but I do remember that it was mostly a sex simulator, go around and basically collect the scenes. There was practically no gameplay to speak of, save for the progression of porn.
Yeah, and that's the core of the appeal. Krystal had sex and gained general experience. Having a certain amount of experience allowed her to have access to newer scenes. The icing on the fox was that it was controlled by clicking on the arrows which allowed you to skip scenes if you wanted instead of being forced to look at a scene all the way through and mashing through a ton of dialogue and unskippable animations. The balance, if you want to call it that, was the diminishing returns you got from having too much sex in a row without bathing.

What would PlayShapes have done if they were motivated to do more to the LoK game?
Knowing playshapes and his other experimental and unfinished games he was likely just going to make themed sections you would go through and probably eventually end the game with finding fox and returning home with him. With the point and click aspect he used in all his games he would have likely added some simple puzzles like he did in bowsers castle. Some simple fetch quests where you would be asked for an item that was obvious and easy to find and be rewarded either with sex or seeing someone else have sex.

What is LoK's core gameplay, then? It's like it was in the original, a space vixen get's fucked, and that's about it. you're allowed to add gameplay to that if wished, you're allowed to add voiced grunts, items, maps, quests, anything that would elevate that core gameplay. As long as that space vixen is getting boned, whether by tacos or sausages, the core gameplay can be improved many ways if it synergizes well.
Unfortunately this is the problem many attempts get absolutely wrong even though its so simple and straight forward. There was no fuss and it certainly isnt that you cant add some fuss to fluff the game up but once it becomes a grind and the content gets more and more locked off then you're really straying from what made the original so nice. Although honestly, if I might add, something that literally every single version of LoK has forgotten was that playshapes liked to add easter eggs to his game or dead end paths that has scenes of other characters. The tree with the button next to the bathing spot, for example, leading to an underground location where you saw some zora sucking and fucking sharpclaws. It was nice little things like that that added to the game. Everything was sex based and it wasn't just krystal, there was almost always some sort of action going on in the screen or at the very least an accessible scene.

So yeah-yeah, as long as our heroine finds herself in...sticky situations, I think it's good to go.
And that's really just so upsetting about every attempt at this game. Its so simple but people try too hard to go beyond and make something that just isnt quite there. And here we are with this attempt. Favoring a full fledged RPG or something close to it and making the content a hassle to get.
 
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May 31, 2018
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Here's my Mega store link of that "Anim Lab" I did so long ago: Mega

I won't delete it, cause it's pretty small.


Wrong on many fronts.

I started to work on this at the start of 2017.

And I did that little app as an internal demo when I was just the animator, not the one-man-army animator/coder/game-designer/dialogue-writer/tester/etc I turned into in June of that year. And this might surprise you, but animations, when done the way I do them, are very quick to make. It's rigging what takes a life from you, and I already had that done after three months of work. And that was basic. The models I'm working on now took me half a year to "complete" for a functional demo.

So yeah, I had other mid-game (mediocre) animations done by then? So what? Are you suggesting I should have abandoned the gradual corruption? Because I'll never make a game equivalent to instant gratification PornHub. Just FYI, I was going to start working on the tavern jobs and events last year, and that would have meant a LOT of effort coding new systems.

I didn't stretch anything other than my weekly working hours. Before making LOKR I was a freaking HP storage engineer and worked 20 hours per week. I quit that job because I wanted a life-style change, I love adult games and I hate how extreme Feminism, SJWs and Cancel Culture are damaging the most natural thing of the Universe: sex and its related media.

But... surprise! Then I found out that being a freelancer is anything but comfortable and secure. I stopped having a normal social life because of that project, and that's daily reality still, because as many of you know I needed to start my own project after past year drama. And all of that having a family I need to provide for, seeing how my savings are getting closer to zero.

I don't expect you guys understand how hard it is developing a game (even an amateur one) with just limited skills and filling in so many roles as I did, finding myself in many show-stopper bugs, software limitations and challenges that test my cool and patience, learning as I go and trying to balance the limited time patrons/subs give you before dropping their support because they don't see actual content. You either deliver content or improve your engine in preparations for more features. There aren't shortcuts. Google "software development iron triangle" to understand what I mean.

I don't know about other people, but I assure you that "milking the cow" theory didn't and doesn't apply to my case. In my humble opinion, I am a fucking hero for doing what I'm doing.


Abelius, your work is not one that I would like to criticize (since, in my opinion, you do not need a team at all to create a game project), however, do not underestimate the inhabitants of such forums. Many of them are programmers, and of course - many of them are not professionals like you, but there are those who can do more, however, they earn completely different money, and in completely different areas.

However, this is a departure from the topic.

You said that you create sex animations pretty quickly ... So, actually, what's the problem was to just inserting them into the game code? Many actions are performed according to a script, and you had many actions in the game that have practically the same script, which prevented from initially saturating the game project with animations? ... Writing text? ... Good roleplayers write text very quickly. The fact that you were confused in your own code? ... Well, you can always clean up the trash heap with a certain desire.

Self-copying of your own code can be done rather quickly, and therefore, to be honest, that's why there was a suspicion that the creation of project was deliberately stretched (Since, for almost 2 years in a row - the updates of your game project in plan of code went like a blueprint, only with the addition of few new dialogues, a few new animations, but in fact - it was the code itself that was simply duplicated) that's all.
 
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chopolander

Active Member
Dec 9, 2018
814
1,569
Abelius, LOK Rebirth was simply fun and on the right track. The new game has shown for more than a year now that he doesn't know which way to go, and it only smacks of an attempt to promise a long game in order to spend years in Patreon milking. I have been banned from posting on the new game's forum simply because those who are not able to have arguments to respond to criticism use the "report" button. If one day you decide to continue with LOK Rebirth, I will come back to support you.
 

Sharun

Member
Jun 29, 2017
105
118
Abelius, LOK Rebirth was simply fun and on the right track. The new game has shown for more than a year now that he doesn't know which way to go, and it only smacks of an attempt to promise a long game in order to spend years in Patreon milking. I have been banned from posting on the new game's forum simply because those who are not able to have arguments to respond to criticism use the "report" button. If one day you decide to continue with LOK Rebirth, I will come back to support you.
You did it then, huh? Or they? Sorry you know on some points we see Eye to Eye, on some we dont. Why even bother with the new thread, theres nothing to show or did i miss something? I mean, we both know where we stand on the remake, and its been clear that the devs might read what we post, but they dont care. You may be a chivalrous knight, but in this case youre basically Don Quixote, no offense ^^

So is that why you held the game hostage View attachment 878071
There are so many puzzle parts in this thread, that it fits more than one picture... man thats some deep shit while first coffee ^^
I for myself would have done exactly that, given the fact that i get pushed out of a project which i upheld to a big part. As long as your contract doesnt make your ideas and work clearly that of the company, you are able to do so, at least where i live (although you dont find contracts without that). And depending on the cirumstances i can fully approve that, even if it hurts me in this case because "my" favorite game was stomped in. As to my understanding (might be wrong, tell me if i am) he posted a patreon post in which he stated that the game will be made again, and since that wasnt planned he urged everyone whos not up to the idea to cancel their support. Whoever that was, he saved me my money and parts of my trust and sanity (whats left of it) To this day i believe that was Abel, because as to what if seen, they are either focused on work in their posts or they are Mighty Altroll. If im wrong with that point, i will gladly change my opinion. See you in some months again, my personal day is better off without the constant updates on both threads
 

chopolander

Active Member
Dec 9, 2018
814
1,569
Abelus, you are the only one of those who, despite what has happened with this game, I have supported. I wish you luck in your next project, but, as you will understand, starting and having such an advanced game and then throwing it away does not inspire me any confidence as expatreon. As I said before, if the new game doesn't know how to start anymore I doubt that I will see it go that far. I'm sorry, it's just that I'm tired of supporting betas, alphas, demos, or 1.08 when I can support developers by buying finished games in steam for much less than I was able to support this.

Sorry, I liked LOK because of its art, its spicy and sarcastic dialogues and, above all, because I enjoyed playing it... a pity not to see this work concluded.

I said it, good luck.
 

Shirafune

Well-Known Member
Jun 6, 2017
1,971
2,902
Abelus, you are the only one of those who, despite what has happened with this game, I have supported. I wish you luck in your next project, but, as you will understand, starting and having such an advanced game and then throwing it away does not inspire me any confidence as expatreon. As I said before, if the new game doesn't know how to start anymore I doubt that I will see it go that far. I'm sorry, it's just that I'm tired of supporting betas, alphas, demos, or 1.08 when I can support developers by buying finished games in steam for much less than I was able to support this.

Sorry, I liked LOK because of its art, its spicy and sarcastic dialogues and, above all, because I enjoyed playing it... a pity not to see this work concluded.

I said it, good luck.
Yep, I do too prefer the old Lok Rebirth over the new thing they're making hopefully Abelius will pick it up again someday
 
May 31, 2018
271
334
Do you think coding is copying+pasting? Sorry for being so blunt but, like I've said, I don't expect anyone understanding the work implied in making a game with its own engine. You can theorize all you want about how 'it should work' internally, but this is not Renpy, nor RPGMaker.
You know, we can argue about this for a long time without giving specific examples, and therefore, let me give one, with the character Cenvir (I will attach a screenshot to make the example clearer):

The *Wheel of choice* of further actions with the character. Each of these choices definitely has a very similar code in base, right? ... Only the names and links to certain actions change, everything else should be about the same in this code, right? ...
Well, I strongly doubt that I am wrong in this, but it is banal because any programming code has logic, and it is absolutely not logical to do completely different code for similar menu sections (And the base of this particular code should definitely be used by you in the elections in dialogues with other characters as well).

And so, if remember how much time you spent developing the story with Cenvir, and given what you said you are doing animations pretty quickly (and already had many of them in your Anim Lab) - exactly this situation looks extremely strange.
 

Sharun

Member
Jun 29, 2017
105
118
Nah, that wasn't me. It's true that I've had some words battles with Vlad, but that's in the past, and at first I was even collaborating with them as "deputy animator".

To be honest, I don't even know why I've posted any response here again, because I'm focused on my project, Kuja is helping me and all this is in the past.

I guess I still get a bit triggered by those accussations of basically having lived in a mansion while scratching my balls.
Huh, guess i was wrong about that, thanks for the clarification.

And the feeling of getting triggered is understandable, even when i was later a critic of the constant "personal issues". Well, falling into depression myself has changed that view either, so maybe sorry for back then ^^ I hope that soon i be able to support your project, until then the best of luck to you
 

DoorFive

Member
Dec 3, 2019
383
391
It wasn't and it was clearly indicated by the fact that it ended with unfinished test animations with two dicked werewolves as well as an intention to make the next section a dark forest theme.
That's what I meant. yes. You see what happens when you let me use a double negative?!
 

wurstbonbon

New Member
Feb 15, 2020
8
13
Sorry, I liked LOK because of its art, its spicy and sarcastic dialogues and, above all, because I enjoyed playing it... a pity not to see this work concluded.
i feel the same way . This game is so unige and nothing like the other games in this genre while still maintaining the old lok vibes.i hate to see that this will be another unfinsihed lok game. Especialy because its my favorite naughty Game
 
Oct 25, 2019
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You know, we can argue about this for a long time without giving specific examples, and therefore, let me give one, with the character Cenvir (I will attach a screenshot to make the example clearer):

The *Wheel of choice* of further actions with the character. Each of these choices definitely has a very similar code in base, right? ... Only the names and links to certain actions change, everything else should be about the same in this code, right? ...
Well, I strongly doubt that I am wrong in this, but it is banal because any programming code has logic, and it is absolutely not logical to do completely different code for similar menu sections (And the base of this particular code should definitely be used by you in the elections in dialogues with other characters as well).

And so, if remember how much time you spent developing the story with Cenvir, and given what you said you are doing animations pretty quickly (and already had many of them in your Anim Lab) - exactly this situation looks extremely strange.
For the wheel he doesnt even need to copy paste the code, you technically only need one wheel and a data table that grabs the specific dialogue you need. ofc its not that straightforward and some extra logic is needed to get everything interacting together but even then for a simple dialogue system as seen in this game it isnt overly complicated.

not easy but you still dont need to be a mathematician to get it working.
 
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3.60 star(s) 32 Votes