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Unity LOK: Rebirth [v0.1.8.0 Test] [The Tribe Devs]

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Ion.TemUS

Active Member
Jun 8, 2017
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I mean jokes aside, I for one would be happy if this game got significant content finally, because it would mean that it wasn't a complete scam / a complete failure, despite all the years that some people no doubt have been frustrated as hell and felt like they wasted their money.
 

DoorFive

Member
Dec 3, 2019
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548
  • Vanlen has a ton of new dialogue and some new quest content almost completed!

  • Work is underway on combat animations! We're not sure 100% how we want it to look yet, but we're slowly working through figuring it out. We want it to definitely feel nice, and be simple enough that it doesn't take tons of effort to do, so that we can have variety.

  • Ron has been doing fantastic work on the back end, including making a brand new transparent objects system, so you can see when you go behind trees and other objects.

Coding is typically quite a bit of work, and Ron/Hooch are unsung heroes in making things function. The project had a TON of work that had to be refactored, and when Gizmo had to leave due to personal reasons, a lot of what he did ultimately had to be looked through and some stuff needed to be fixed.

One of the biggest issues that we ran into is asynchronous coding, which is fantastic for some purposes but created challenges with timing, such as fading in/fading out of black screens. So if you noticed when playing a flash of black, fading to dialogue or out, that is something Ron/Hooch are trying to fix. This can cause lots of problems such as the near-permanent black screen, as things break.

We have tried over time to improve the process of how we add new things in, but the process of adding scenes into the game has been relatively slow due to the difficulty of working with the animation controller. Something that we are looking to streamlining.

So a ton of work goes into the back end of the project in coding, that is often never really appreciated.

In the meantime we are workshopping on how we want the combat UI to look, which we are taking influences from some other RPGs.
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  • I've decided, in writing, to add lore books that you will be able to find in the village that were captured from the Sultari Empire. Just general stuff that you can read and learn from. I've also been writing more general lore for the game, including Kay's new combat record. Not sure where I want to put that in the game, probably when we revisit the Federation ship at a much later date.

  • Kuja continues to create fantastic looking Visual Novel style character dialogue art. Nesi and Eri are now completed!

We are also continuing to redline and work on how we want combat animations to work, our animators are going to create a very simple rig for it. The main goal we have is to create EXTREMELY simple but good feeling/looking animations/setups for combat, this is so that we can attempt to have as much variety in combat weapons/enemies as possible. (Which means some more possible fun time scenes at a later date for those enemies).

Animation has rigged Cenvir in spine,
and he's just needing his quest and dialogue finished/implemented. His in-game animations will need to be done as well soon.

Ron is working on implementing the new Vanlen quest changes, and Cenvir's quest as well. Ultimately a complex process that needs to be detailed out heavily, which has been done. Another thing that will need to be done soon is the overworld travel system. This is how you'd move around and navigate the world. We plan for the tutorial of this and the basic system to be unlocked in dialogue with Keakrix about the crashed ship, letting you travel to/from it.
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  • Animation has finished idles for Razorclaw guards, making them feel far more lively! Work has begun on Cenvir's in-game sex scenes!

  • Kuja has finished Meiri's dialogue artwork! I personally think she looks fantastic now!

  • Coding continues to work hard on various of the systems we intend to see in the next couple updates as mentioned prior. A number of things need to be completed still, but things are looking good. The Nesi foursome has been implemented into the game.

  • Compound will be going through the Razorclaw village in Unity and trying to make things look/flow better, so that overall the village is a more pleasant experience to navigate and look at. We want to go through the build and improve what we can as we add upon it.

For the time being, I'd like to talk to people a bit about the project and how development has gone, and give people an idea (at least from my perspective, as Vlad) as to how this game has been developed. From the time of the split where we had to restart the project from effectively scratch, the project has been an immense challenge. A lot of it has been us learning how to actually make a game, we have learned so much since we started, and learned how many mistakes we made early on.

Real life has been the bigger challenge for most of us, as the years of Covid provided an absolute nightmare for a lot of us, which was a struggle to work through. Ultimately we want combat to be the glue to pull the game together. We absolutely understand how people want porn, want gameplay, and juggling this is difficult, but we do have a plan for how to do it. The prime idea behind this is having 'defeat' scenes, and random events that occur during the overworld travel (Similar to Pathfinder WotR) which can create sex scenes. I have and will remain fully transparent, I will answer any questions anyone has about how we have developed the game - how we develop the game, why we do what we do, and what we are intending to do/why. Simply @ me with your questions.

I cannot stress how much I value your support, no matter how tough it gets, no matter how soul crushing things become, I continue to put what I have left of me into the project as a labor of love. Thank you so very much for all that you do for us, I absolutely understand how long Lok:R has been developed, and how long you have all waited for the game.

For the current state of the game, we are aware of the issues with the build, steps are being taken to fix them.

One of the ideas we have to speed up development is to have 'placeholder' content in the form of still sexual images with dialogue. The idea behind this is to make it so we can progress further in the game itself, and fill it in later. Much like an 'outline'. This way you don't have to wait so long for us to flesh out a specific quest, or specific anything, you'll be able to play the actual story. Is this an idea you support? Would you prefer we flesh out something as we did with the tavern?

We also are considering making just really simple quests that can result in fairly basic sex scenes, which will help add content and fun sex stuff. Is this something people may be interested in? Something even as simple as:
Meiri: "I need a fire starting stone, the guard Kalvir outside of the storage tent should have one, please get it for me."
Guard: "I'll give it to you if you suck my dick."
Kay 1: "Umm... fine"
Kay 2: "Fuck off, I'll tell Meiri."

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View attachment xQDZ1U9Tr2.mp4
 
Dec 3, 2020
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I love how they always write a fucking paragraph about why development is slow ect. instead of presenting anything tangible.

saying stuff like: ''on the way'', ''is continuing'',''we are aware of problems'' just because you are aware of a problem does not mean you have any intention of fixing it i suppose. And not to mention this ''its been really hard for us''. BROTHER i cannot remember a single time where you people did NOT have any IRL issues connected to development.
 
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D4n0w4r

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May 21, 2020
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We also are considering making just really simple quests that can result in fairly basic sex scenes, which will help add content and fun sex stuff. Is this something people may be interested in? Something even as simple as:
Meiri: "I need a fire starting stone, the guard Kalvir outside of the storage tent should have one, please get it for me."
Guard: "I'll give it to you if you suck my dick."
Kay 1: "Umm... fine"
Kay 2: "Fuck off, I'll tell Meiri."
This right here is what drives me up the wall the most. From the get-go, I used to argue with vlad that the game didn't have to be some grand-scope RPG. Most people just want to see Krystal get fucked at a reasonable pace, and as shown with the recent Azure Tales project, doing just that works pretty well. "Is this something people may be interested in?" My brother in Christ, we've been saying this for FOUR YEARS NOW. Four years, and they've only JUST now started work on combat.

They will never learn.
 

Ion.TemUS

Active Member
Jun 8, 2017
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This right here is what drives me up the wall the most. From the get-go, I used to argue with vlad that the game didn't have to be some grand-scope RPG. Most people just want to see Krystal get fucked at a reasonable pace, and as shown with the recent Azure Tales project, doing just that works pretty well. "Is this something people may be interested in?" My brother in Christ, we've been saying this for FOUR YEARS NOW. Four years, and they've only JUST now started work on combat.

They will never learn.
Wait I thought combat was the ENTIRE reason they restarted this. Well, the foundations ofc (new engine) as well as adventure-esque gameplay and combat. How tf are they just NOW getting started with combat? After 4 years? I mean what where they working on all this time? Did it take this long to develop the code? I've seen a fair bit of background art and CGs and rigged/spine animations, character models, etc. (nevermind they actually had to make these from scratch, oh god I dont want to think about it) But where are they? How did it take them this long to get back to where LoK:R 0.8 (now abandoned) was in terms of storyline, characters, etc.? They originally made it to 0.8. within a year or two iirc. and one of the reasons (beyond stupid drama) why they wanted to use a new engine is that they said the old one was collapsing on itself and it was too slow to develop with it.

So not only do they have the same or a slower pace today, they also seemingly do not deliver a lot of content, are barely back to where they were 4 years ago with characters, storyline, etc, they also JUST NOW started with the thing they said they wanted to do in this project in the first place, that being combat and the like. Where did these 4 years go?

I mean don't get me wrong, I haven't played a workable version of their game in a LOOOONG time. So for all I know they could be having a fuck ton of quests, fun gameplay, great artwork and character designs, enhanced and longer storylines, etc. But from what I heard the few people who actually played recent versions of this game saying and reporting here, and from what the devs write in their updates and blogs, it does sure as hell not sound like there is a lot of tangible story, quests, gameplay, etc. that can already be played at this moment. So I am genuinely asking myslef what happened to those 4 years, and if they have a lot of content and have just not released it so far, then I am asking myself WHY.
 

D4n0w4r

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May 21, 2020
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So I am genuinely asking myslef what happened to those 4 years, and if they have a lot of content and have just not released it so far, then I am asking myself WHY.
This is a common issue with being overly ambitious. From the start, when vlad used to talk about the scope, I knew this was going to happen. The change from 2-directional rigs to 8-directional rigs alone was enough to bottleneck the development pipeline. He wanted 3d exploration, rpg progression, even platforming. I'm not saying that this wouldn't have been great...with a more competent team in charge. However, this was just a handful of inexperienced friends, and their main coder after abelius left was some kid in college. It was never going to work out, and much of those four years were probably spent building and scrapping prototype after prototype as they refused to aim for more grounded goals.

Money alone can't fix this problem, either. Just look at Wildlife. That game has had millions of dollars in funding at this point and they're STILL prototyping their adventure game features.
 

OniMech

New Member
Jul 24, 2024
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This is a common issue with being overly ambitious. From the start, when vlad used to talk about the scope, I knew this was going to happen. The change from 2-directional rigs to 8-directional rigs alone was enough to bottleneck the development pipeline. He wanted 3d exploration, rpg progression, even platforming. I'm not saying that this wouldn't have been great...with a more competent team in charge. However, this was just a handful of inexperienced friends, and their main coder after abelius left was some kid in college. It was never going to work out, and much of those four years were probably spent building and scrapping prototype after prototype as they refused to aim for more grounded goals.

Money alone can't fix this problem, either. Just look at Wildlife. That game has had millions of dollars in funding at this point and they're STILL prototyping their adventure game features.
To be fair, Wild life isn't the best example. Difference in quality and quantity of content (plus its type) between these 2 projects are unmeasurbale. Tbh I can't say that Wild Life has feature creep, more like features that they have require insane level of polish.

In game development money is an answer to a lot of things, but there's a point when even having enough money you meet other issues that money can't solve. A lot of projects just require time to cook even despite having enough finances because we get to deal with basic human factor that makes planning fail here and there and adaptation to new realities and new approaches also simply requires time.

Regarding LOK though? Yeah, absolutely.
 

chopolander

Active Member
Dec 9, 2018
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D4n0w4r, you know we said back in the day that this was not going to work, but instead of valuing our comments, they took EVERYTHING as destructive, in the end they gave us the reason, but they didn't have the balls to recognize it.
 

D4n0w4r

Member
May 21, 2020
365
1,237
To be fair, Wild life isn't the best example. Difference in quality and quantity of content (plus its type) between these 2 projects are unmeasurbale. Tbh I can't say that Wild Life has feature creep, more like features that they have require insane level of polish.

In game development money is an answer to a lot of things, but there's a point when even having enough money you meet other issues that money can't solve. A lot of projects just require time to cook even despite having enough finances because we get to deal with basic human factor that makes planning fail here and there and adaptation to new realities and new approaches also simply requires time.

Regarding LOK though? Yeah, absolutely.
Yeah, that's fair. Wildlife was just the first project that popped into mind since it seems like they've been trying to make a "real" game for a long, long time. At least that one still functions well as an animation gallery. LoK barely has anything to show in comparison.

D4n0w4r, you know we said back in the day that this was not going to work, but instead of valuing our comments, they took EVERYTHING as destructive, in the end they gave us the reason, but they didn't have the balls to recognize it.
I know. I hate saying this stuff now since I feel like a broken record here.
 

OniMech

New Member
Jul 24, 2024
10
17
Yeah, that's fair. Wildlife was just the first project that popped into mind since it seems like they've been trying to make a "real" game for a long, long time. At least that one still functions well as an animation gallery. LoK barely has anything to show in comparison.
Ah, I see what you mean. I guess I could agree with that. That said, Wild Life managed to release a full-functioning vertical slice at some point which I think was very solid gameplay-wise.
Personally, in that case, I would bring Cloud Meadow. Even its development history with Breeding Season has samey tunes like what these 2 LOK projects have.

p.s. Even though WL are taking years upon years of game developing, they show real skill and quality to what they are accomplishing. Yeah,they need time but I can see from their releases that in a year or two, even without finished product, they are going to have a very solid piece of game. I have no doubt that WL team will at some point deliver a fantasitc product.
 

Ion.TemUS

Active Member
Jun 8, 2017
905
942
D4n0w4r, you know we said back in the day that this was not going to work, but instead of valuing our comments, they took EVERYTHING as destructive, in the end they gave us the reason, but they didn't have the balls to recognize it.
I mean I can understand the attitude at first. I think it's never good to have people just tell you "it isnt gonna work". I think there is a lot of projects out there (Hollow Knight i.e.) that people if presented with the initial ambition would have been like "bro you are like a handful of people, this will never work" and it worked out. The issue is just that they did not have a clearly defined vision, and where they had one they were way too ambitious. I think you need to set a minimum standard at first. It's okay to dream of the stars, but make it to the moon first okay? They could have been making 2 or 3 games by now. They could have finished LOK:R the first version, have some neat experimental gameplay in there that is not as grand and perfect as they imagined but decent enough for a game like this, and now they could already be working on a sequel or AU version that have better gameplay elements, more quests and fun stuff, more polished combat, etc.

The issue was also they were "behind on time" from the get go. They had already abandoned project 1 and funds were getting less because of all the drama and them not delivering, and now they decided to restart from scratch. I think the "paper mario" style version of the game was the worst I had ever seen. It works for some games, but for a game where you want to (sexually also) immerse yourself into the characters it does not help if the characters are paper sprites. Making her completely 3D would have fundamentally changed the artstyle (tho I can see a world where abandoned 0.8 Krystal that we see here could have existed as a 3D model in a normal UE or Unity engine like game).

Plus they became more and more restrictive. Since criticism was so high and money was tight they initiated their own launcher, like they are Ubishit or smth lmao, so nobody who did not DL their launcher could really play their newer versions, so information flow on what the actual progress of the game was/is has been heavily limited since then, limited to people who had played the newer versions willing to come in here and share their impressions, and if even those people don't tell much exciting or good stuff, then idk, that's just not good advertisting for you game. You limited the audience you reach, you limited their ability to try and engage with the game, and now you wonder why we make our assumptions here based on what little scraps of info we can get from people who are more involved.

Either way, I do hope for people who supported them, esp. those who supported them earlier on (cause those doing it now, they know what they are doing okay, they only have themselves to blame if it all evaporates into hot air), that they get something nice out of it eventually.
 

ejmuerte

Well-Known Member
Sep 24, 2018
1,326
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sounds like another development hell but devs made it worse on themselves.

if they keep doing that, players will look another alternative krystal porn game.
 

chopolander

Active Member
Dec 9, 2018
844
1,648
This game wants to cover so much that instead of starting with something solid and polishing the sections, it's full of unfinished and inconsistent crap that they don't know which way to go. The downgrade from the previous game is remarkable. In effect it's called a rip-off.
 

DoorFive

Member
Dec 3, 2019
489
548
  • Animation and art are working together on workshopping some combat animations, we're choosing between two kinds of animations. On one side, the idea is VERY basic very simple animations for a rig, on the other the idea is using animations for idles but still-1 frame poses for attacks similar to darkest dungeon. So Kay would stab with the spear, it would be a still single frame as her model moves forward, the opponent reacts either with 1 frame animation of taking damage/blocking/dodging, with sound effects and visual effects.

  • We are also looking at quest indicators, so that you know who to talk to in the village. Shapes and colors are important so that colorblind people can tell at a glance what things are, and allowing for color coding for people.

  • More Vanlen dialogue was worked on, and is being implemented to overhaul his quest and setting entirely. We are also adding lore, and ways for Kay to give her own backstory/lore in heartfelt conversation with Vanlen (tempered with alcohol)!

  • A new soundtrack is being worked on, this time for a creature that will hopefully appear in the near future when combat is finished.

  • Compound is working on refactoring the village in various ways to make it flow better.

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  • Animation and Art still working on combat animation ideas and concepts, while Kuja is also simultaneously working on more VN dialogue artwork. He has finished Nemiri. He has also separated out unique objects so that we have more modularity in environments in the village, which will help Compound in making the village just feel better.

  • Cenvir dialogue is being put into unity, though there is still more to write. I've also considered writing 'interactable' dialogue with various objects around the village for lore and just flavor. As a lot of the background objects look like they stand out enough to have an interact button. So flavor text such as:
"This is a rather primitive looking cart, serving to make logistical endeavours easier for the denizens of this tribe."

I'm also writing lots of new fluff and flavor items that will have small icons which will serve as potential loot (which later could be bought/sold from various merchants if you wanted to play merchant simulator™️). Things such as
"An Amphora of Endari Wine
Though the art of clay pottery is not native to the Jotnar of the deep jungles and for centuries they had used such things as animal bladders or even skins for storing liquids, the war between the Sultari Empire and the Razorclaw tribe did not only destroy, but introduced a few number of curios to the technologically inferior Lizard tribe. Readily adopted, albeit crudely imitated, the Amphoras serve their purpose as more permanent containers of perishables.

The wine itself is somewhat acidic, almost tasting of a vinegar, before turning into a sweet and almost warming sensation, providing a finishing flavor of a light perfume as if smelling fragrant flowers. Endari Berries have functioned as an aphrodisiac for centuries, though its effects tend to be stronger for warm blooded creatures."


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  • Something we are working on in addition to the prior week's tasks, is making certain that scenes in memories will be accessible in-game. Most are, or will be soon, but there are a couple that have been previously inaccessible, and we are looking to add them, such as the Marine scene (The dialogue is all there, it's simply missing a rigged asset to talk to)

  • Writing continues to advance at a steady pace, we have a new Wine Making set of scenes in progress needing animations and some art assets. Which involves a new female character who is named Nara, (and her mate Mjol).

Something I'd like to talk about to people, who may or may not be interested, is some of the effort that goes into animations and the artwork of this game. Our animations are all done in Spine, which requires a great many layers of art assets to create a character, which is then rigged via applying bones to these various parts which can then be manipulated to provide movement. If you want to change the grip on hands, however, you need to draw new hands. And hands are something that constantly need to be drawn for various poses and animations in-game.

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This process is actually nearly identical to the ORIGINAL (before gorepeat's version even) Lok, though we are working with significantly more complex assets and rigs.

You can see the bone structure of Keakrix here:
image (1).png
It is also important for us to be able to reuse the same rig for similar-structured characters, so Keakrix effectively uses Kay's rig, as you can see here from early work:
Keakrix_Walk_Front_WIP.gif

Obviously two characters with VASTLY different structure, like Sultari or male Jotnar have completely different rigs out of necessity.
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F_Run.gif 3_guard_Relaxing.gif Head_Tilt_MAX.gif image (2).png image (3).png Male_NPC_Drunk.gif
 
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