From what I've heard, yeh.Are there going be bad ends/whatever that slavery thing was in the previous version of the game?
From what I've heard, yeh.Are there going be bad ends/whatever that slavery thing was in the previous version of the game?
Yes.Are there going be bad ends/whatever that slavery thing was in the previous version of the game?
Game overs when you lose. Basically we plan for 3 toggles. SFW (No sexual content), NSFW (Only consensual and mainstream sexual content), and Extreme (Nonconsensual, Creatures, Tentacles, etc.)Just a plebian here, but from what I know there will be bad endings should you loose most/some (battle?) encounters. I don't know if there will be any automatic bad ends, But hopefully this will tide you over until a dev can give a more clear answer.
Correct me if I'm wrong but you're doing a good bit of the writing on this project, no? If that's the case could you elaborate a bit on how Cenvir changes? I liked how cutely the character was written in the previous builds though I can definitely see room for improvement.Slave path was most likely never going to be a thing. Remaking the entire game from the beginning to a completely different outcome is far too much work. I will say however, that I plan for a very sizeable slave sidequest, which will have a bad end should you go along with it long enough, and it'll hopefully tickle all your slave-fetishes.
Thank you for the support, and to answer your question: We originally had planned on just redoing v0.8's programming and continuing from there, with the same art. But with the bigger team we decided we could do a lot more, and make a much better game. So we took the ambitious approach and decided to redo 90% of everything. The only things staying the same, is the overall setting, and most of the characters (Only two characters are getting personality reworks: Cenvir and the Chieftain).
Yes.
Thank you, it means a lot, but we also want to deliver you guys something fun soon
It's uhhh...
Hmm...
I'd say it's an isometric 2.5d platformer RPG?
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This is all 2D, and we intend for her to be able to move in those directions, so we can add more 'space' to the world, and we also intend for some solid platforming.
Also, unrelated, but check out this snek (WiP)
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I'd buy that for a dollar!Ok that kinda reminds me something I saw some days ago:
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So... any snake girl here too?
Fighting in this game will be in an RPG nature. It's more of a combination of a lot of stuff, and we're taking a lot of influence from KOTOR.So its more like say the older Krystal games with a fight system side scroller thing, oppose to the more RPG nature like this one was. Thats a nice change
I originally wrote 90% of the characters of LoK:R, and Cenvir was originally supposed to be a piece of shit. He's the only one not working in a society that prides itself on warriors and utilitarianism. He does so by exploiting his mate's love for him, and because she does so much work for the tribe, the Chieftain overlooks Cenvir's laziness and excuses.Correct me if I'm wrong but you're doing a good bit of the writing on this project, no? If that's the case could you elaborate a bit on how Cenvir changes? I liked how cutely the character was written in the previous builds though I can definitely see room for improvement.
Yes, we plan for snek girls. Cute ones.Ok that kinda reminds me something I saw some days ago:
View attachment 624106
So... any snake girl here too?
Agreed.Hiho is best snek
Now that I sit in this quarantine with not much else to do it makes waiting for project like this. That much harder. So far this 2D animations are looking really well done. All that's left is to wait and see if the RPG side of things as the gameplay in general will be of similar quality.Well, it is the old team, really. Only Abelius is gone. Kuja and I remain, with a ton new amazing teammembers.
Far better quality on the art and animations, better gameplay (That was one of the biggest issues with the old version of LoK:R, the gameplay was tedious and boring), and better back end stuff.
Google Drive
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We're looking to make a lot of content. Enough to make the world feel full and alive, at the very least. Also, I'm not sure what you mean by continuing the old game. Which old game?I wonder how much content we will get?, this reboot seems pretty ambitious and honestly might be one of my last hopes for H-games (I'd say the golden age was 2 years ago) considering how it turns out I'll gladly support it, shame its not continuing the old game cause I loved where it was going, but if you can capture the same feel them I'm on board.
Well, I'm afraid you'll have to remain patient. Games take a while to make. But we're doing it as fast and as best we can.Now that I sit in this quarantine with not much else to do it makes waiting for project like this. That much harder. So far this 2D animations are looking really well done. All that's left is to wait and see if the RPG side of things as the gameplay in general will be of similar quality.
This happens a lot with these types of games in particular, probably due to the nature of the program and the small teams working on it. What worries me is that this pretty much always spells death for the project, I've seen it quite a few times, where the devs get to a point where it's like "alright, fuck, the spaghetti code is catching up, I'm twice as good at coding as I used to be, and I can't work with this anymore". The new concept sounds great, definitely an upgrade to what was there before, but it's easy to get burnt out when you're starting all over again, usually a few versions past the re-release. I guess the point I'm trying to make is "good luck guys".Everything art wise is being redone, including programming. They ran into a brick wall in 0.8, the game was starting to get choppy due to the patchwork nature of the programming beforehand. So they had to basically go "okay it needs to be completely re-coded, so what do we do now."
The team decided that since they managed to get an actual programmer on board that they'd do an actual full-on game this time. Not just a side scroller, it was sort of a democratic internal vote among the team from what I know. I chat with Vlad, Kuja, Gizmo from time to time so I have like... segments of the story haha. The majority of the team wanted to make an actual game so they are going that route.
They decided on a KOTOR a-like with an axonometric dimetric or... maybe more of a trimetric viewpoint. It can replicate a side scroller but also more open-world places with 8 angles of motion. Inventory, combat, more traditional quests. From as I know it the old characters still all appear and will be a thing.
Slave route was sort of scaled back in 0.8 so I don't know what it will be like in Re-Rebirth. Originally the idea of it being a whole different story had to be reduced as that is... sort of out of hand for just one route. But I have heard of short "dark endings" from Vlad, and slavery was one of those. So it might not be an entire game but more of a branching story.
It isn't being built upon spaghetti code. We have a brand new programmer on the restart who has AAA experience. Only two of us are restarting the project over, Kuja the artist, and I. Everyone else is fresh and doing a fantastic job.This happens a lot with these types of games in particular, probably due to the nature of the program and the small teams working on it. What worries me is that this pretty much always spells death for the project, I've seen it quite a few times, where the devs get to a point where it's like "alright, fuck, the spaghetti code is catching up, I'm twice as good at coding as I used to be, and I can't work with this anymore". The new concept sounds great, definitely an upgrade to what was there before, but it's easy to get burnt out when you're starting all over again, usually a few versions past the re-release. I guess the point I'm trying to make is "good luck guys".
No. We made the mistake of promising monthly releases prior. It's not possible to make decent content in a month's time. We would strive for quarterly, but we promise nothing. We only release when we have things worth releasing.Question(s), when you do get a demo up and running, are you anticipating monthly releases? Or perhaps quarterly? Or no idea yet? Secondly, (this may be too early to ask) but any idea what sorta file size we are looking at yet? (meaning do you think the game will be 2gb, 10gb or 50gb)? Thanks in advance!
This happens a lot with these types of games in particular, probably due to the nature of the program and the small teams working on it. What worries me is that this pretty much always spells death for the project, I've seen it quite a few times, where the devs get to a point where it's like "alright, fuck, the spaghetti code is catching up, I'm twice as good at coding as I used to be, and I can't work with this anymore". The new concept sounds great, definitely an upgrade to what was there before, but it's easy to get burnt out when you're starting all over again, usually a few versions past the re-release. I guess the point I'm trying to make is "good luck guys".