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

1.60 star(s) 24 Votes

Tannin00

Member
Jul 1, 2017
305
237
From the looks of it, they have already released the final part of the tech demo, could someone please upload it?
 

MightyAltroll

Member
Game Developer
Sep 19, 2017
222
474
And where do we end up in this dialogue? ... To the fact that we need to wait and hope that everything will be fine ... Well, I probably agree with you only that yes, different projects are done differently time, and sometimes for the sake of something good - definitely worth the wait ...

But taking into account how much time has passed, and that, to this day - nothing was shown to the public even close to the level that version 0.8 had (And their 3D version can be called a failure, I think most people think so) - it's sad.

And to be honest - I personally would be scared by such a dramatic expansion of their team (because the more people there are, the harder it is to work together, to be on the same wave, etc), but maybe they'll be lucky ... or maybe not ...
We all work together very well. We've sorted out our team issues already. The only way this project will die is when we can no longer afford to pay our coder/animator. Though that is a fairly low-ish bar, as I tend to put the majority of money I make back into the project.

The simple fact of the matter is people need to be patient with us as we make a video game, and I can repeat it until I'm blue in the face, but whether people take it to heart or just want to disparage us is up to them.
 

Pikant

Lead Spine animator for LOK Rebirth
Game Developer
Oct 8, 2020
74
311
Hello, I am the new lead animator on this project. I just made an account to comment, but I see I cannot post any links to images yet, so that will have to wait.

In any case, I just wanted to say that I also occasionally read this page, and your feedback (the constructive one) is being considered alongside the one from the patrons and the discord. We're focusing on refining the movement of the main character, so I hope we'll be able to show some neat upgrades in the future releases.

Thank you to those who believe in the project, I for sure am in love with the art Kuja creates, and I'll try my best to give it justice with the animations.

I also wanted to agree we could do better in communicating outside of the discord, we'll definitely work about that. (a first step is me venturing in these scary lands haha) anyway, nice to meet you!
 

Mad_S

Newbie
Aug 23, 2019
80
133
A few previews of the animations being done!

Typing on a keyboard and pushing a button (used on the main ship):
interact_type.gif interact_touch.gif



Pushing a crate:
push-crate-px.gif


The transition standing-pushing and the pulling animation have been finished today too.
 
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DoorFive

Member
Dec 3, 2019
383
391
Hello, I am the new lead animator on this project. I just made an account to comment, but I see I cannot post any links to images yet, so that will have to wait.

In any case, I just wanted to say that I also occasionally read this page, and your feedback (the constructive one) is being considered alongside the one from the patrons and the discord. We're focusing on refining the movement of the main character, so I hope we'll be able to show some neat upgrades in the future releases.

Thank you to those who believe in the project, I for sure am in love with the art Kuja creates, and I'll try my best to give it justice with the animations.

I also wanted to agree we could do better in communicating outside of the discord, we'll definitely work about that. (a first step is me venturing in these scary lands haha) anyway, nice to meet you!
OwO Someone just popped they're post cherry! How cute! you used to be a virgin! *blush blush*
:LOL: Seriously though, it's good to see another member here that can unveil some of the inner workings.
 
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Nixoncr

Member
Apr 11, 2018
158
199
Hello, I am the new lead animator on this project. I just made an account to comment, but I see I cannot post any links to images yet, so that will have to wait.

In any case, I just wanted to say that I also occasionally read this page, and your feedback (the constructive one) is being considered alongside the one from the patrons and the discord. We're focusing on refining the movement of the main character, so I hope we'll be able to show some neat upgrades in the future releases.

Thank you to those who believe in the project, I for sure am in love with the art Kuja creates, and I'll try my best to give it justice with the animations.

I also wanted to agree we could do better in communicating outside of the discord, we'll definitely work about that. (a first step is me venturing in these scary lands haha) anyway, nice to meet you!
 
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Furytales

Newbie
Sep 17, 2020
86
91
Hello, I am the new lead animator on this project. I just made an account to comment, but I see I cannot post any links to images yet, so that will have to wait.

In any case, I just wanted to say that I also occasionally read this page, and your feedback (the constructive one) is being considered alongside the one from the patrons and the discord. We're focusing on refining the movement of the main character, so I hope we'll be able to show some neat upgrades in the future releases.

Thank you to those who believe in the project, I for sure am in love with the art Kuja creates, and I'll try my best to give it justice with the animations.

I also wanted to agree we could do better in communicating outside of the discord, we'll definitely work about that. (a first step is me venturing in these scary lands haha) anyway, nice to meet you!
A part of showing that you take better communication really into consideration is by giving people some actual dates of when or what you guys are going to publish . Patience is golden , but then there has to be a date to which people can look forward to . Of course updating with nice looking art and animations is nice , but I think that if your team can say ; look at that day our demo comes out for example or we finish this major update, it will take away a lot of negativity .
Am not being negative or something and truly believe you guys are doing your best, it the waiting starts to get tiring if we don’t know till when we need to wait ( it’s also a way of keeping people more interested in your project )
 
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whatever4096

Member
Mar 23, 2018
212
438
A part of showing that you take better communication really into consideration is by giving people some actual dates of when or what you guys are going to publish . Patience is golden , but then there has to be a date to which people can look forward to . Of course updating with nice looking art and animations is nice , but I think that if your team can say ; look at that day our demo comes out for example or we finish this major update, it will take away a lot of negativity .
Am not being negative or something and truly believe you guys are doing your best, it the waiting starts to get tiring if we don’t know till when we need to wait ( it’s also a way of keeping people more interested in your project )
It can be really hard for a small team to give specific dates though. Even one person being out of action can stop all the cogs from turning. They're not equipped to handle uncertainty like a big company is. Even if they were to set a date, it would be pretty precarious.
 

Pikant

Lead Spine animator for LOK Rebirth
Game Developer
Oct 8, 2020
74
311
A part of showing that you take better communication really into consideration is by giving people some actual dates of when or what you guys are going to publish . Patience is golden , but then there has to be a date to which people can look forward to . Of course updating with nice looking art and animations is nice , but I think that if your team can say ; look at that day our demo comes out for example or we finish this major update, it will take away a lot of negativity .
I appreciate that you're interested in our development plan! you can find it attached to the latest patreon update posts, and we posted about it also on our twitter. I also managed to find when it was posted in this very same thread: (btw I still can't post links for now)

We’re releasing the next patch of animations to the tech demo! We’d like to confirm that we’re going to be redoing the game view in Milestone 2 to fix the odd ‘flat’ 3D look to make it look better and feel more natural, I was working on mini-games that we have planned, however it is still not ready unfortunately and will be put in Milestone 2 after the new view is setup.

Patch 2 (next patch) will include,
  • New companion interaction
  • Fixes to Keakrix
  • Scenes 2 and 3
  • More bug fixes? Perhaps? Most Likely...
Thanks to the feedback from the community we were able to find bugs and fix them and we’re even able to highlight their particular contribution by name. We go through all the feedback given to us in the channels and it is very helpful in making a better experience for you.
Above is the Road-map for the next few months!

Hi all, an important update we'd like to inform you about, due to community feedback and the time it was taking to make 3D environments, we've decided to go back to the old 2D environments that Kuja is amazing at drawing.
So the above is what we just delivered, and yup we ended up being a couple of weeks late, because turns out hand drawing cum and then implementing it takes time, especially if we accidentally introduce bugs as we do it. (should be solved though)
But hey, persistent cum until you wash!

As Vlad stated:

I will be 100,000% honest with you, we would like to do continual updates, but I have no long how things will take. I try to avoid promising a release date if I can, because I simply do not know. Plus we've had a lot of bad luck in the beginning of the project that lost us months of work, weird freak accidents tbh, so you never know.

But we're going to try to do regular content updates.
We did lose a ton of time in reworking several things in the beginning. I could go down in the details if you're interested, but I'm aware I'm a bit of a nerd when it comes to rigs and animations, so I'll just give you this short answer for now and expand if you're curious.

Regarding future plans, we're still following the plan above, so around December we should have the next release that should feature the beautiful backgrounds Kuja is making.

We're also updating daily our tasks, what we complete and what we plan to do next, on Trello. Man I wish I could post links. Anyway, we definitely hear you.

Also, our next focus is going to be the Razorclaw village, and we plan to populate it.
Effort-wise it means Kuja is making the 3/4 views of around 10 characters (that's A LOT) and we animation team will have to rig them (it takes around 8-12 hours per character, but way less when they're just recolors) plus of course breather life into them so that they can vibe in the village.
K is also getting her previous skin so that's another thing to rig, but at least it's going to reuse all the previous animations.
Now the output is going to be a small thing, but huge effort in asset production. The cool thing is that after that we can work on the player interactions with the characters, and I'm very excited about it!

Btw I try to stream every day on picarto with this nickname, same for Archie, so if you're curious or just want to check if we're diligently working, it would be a pleasure to say hello and show off our work there.

Team-wise we're also looking into having a proper website and newsletter so that it's easier for people to stay updated.

I wish we could update the information on the first post cause I realize it simply gets lots in here. Anyway, I hope the steps we're taking will make people happy, and if not, always open to suggestions!
 

whatever4096

Member
Mar 23, 2018
212
438
We're also updating daily our tasks, what we complete and what we plan to do next, on Trello. Man I wish I could post links. Anyway, we definitely hear you.
Here's a link to the Trello:

Also, you should be able to post links either with or after your next post.
 
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DoorFive

Member
Dec 3, 2019
383
391
Now the output is going to be a small thing, but huge effort in asset production.
I've pretty well heard that development on these things is pretty much a 20%/80%. You work for 80% of the job but only 20% shows, or something to that effect. I'm not sure how it was put, but I've also heard that programmers and animators jobs is done correctly if you don't notice them. unsung heroes, I suppose, but heroes, non the less.
 

whatever4096

Member
Mar 23, 2018
212
438
I've pretty well heard that development on these things is pretty much a 20%/80%. You work for 80% of the job but only 20% shows, or something to that effect. I'm not sure how it was put, but I've also heard that programmers and animators jobs is done correctly if you don't notice them. unsung heroes, I suppose, but heroes, non the less.
The thing is that a very large part of the work is backend which is basically what's going on "under the hood." Most people probably wouldn't care or even understand these details, so the developers usually try to give a high level version of it like "This will make the enemies more difficult" or "this will make the character move better." Depending on what tools and programming languages you're using, it can take thousands of lines of code to program the "brain" of even a simple game.
 

Pikant

Lead Spine animator for LOK Rebirth
Game Developer
Oct 8, 2020
74
311
Hello! I come here with an update.

We'll try to post weekly updates (or bi-weekly, for now we'll try weekly) of what the team has completed (we think on Mondays) as patreon posts.

I'll also relay juicy info here.

Here's Kuja's update:
As many people that follow our Trello board already know, I have currently been working on multiple backgrounds by using both CSP and PS but that's not all. Gizmo has been teaching me his ways inside Unity so I can actually work on the scenario's global lighting, custom daylight settings, overall background composition by using less assets in number (less .PSD imported foliage, more copy/pasted foliage inside Unity) and realistic 2D lighting (example: ). It's been quite a trip. I even managed to completely destroy my own project during the learning process. I have much to learn! I have also been working on the original game's characters design once more, since they'll be implemented soon. I had a little bit more of freedom this time around: The male Razorclaw model also had some small updates, since we'll be finally adding some of the known characters soon: We are very happy with our progress on these last two months. Things have been as they always should of have been in the first place. That's all for me atm, I'll come back next week
On animation side Archie just finished prepping the male front view for Spine (he also prepped the classic skin for the protagonist that looks more like v 0.8, it's damn cute, especially the hairstyle! <- personal opinion) while we were waiting for the 3/4 one, and I've been working on 3/4 run and walk, as well as the side crawl and crate pulling animation. I can't wait to test them in game and fine-tune them further!

Vlad has prepared a doc for me listing the villagers actions that will change during the day, and also a doc where we start discussing combat, so that I'll work on it while I'm waiting for some new piece and then give it more priority when the village vibing is complete.

So the pace is up, I hope to come back on Monday with more exciting previews and the official post :D

Btw regarding the two posts above, I know, so much work goes into it and it's hard to notice in the final product, and you only notice when something is not done yet that the work is missing, well said!
I hope we'll make a good job of explaining what each member of the team is doing as we go on.
 

DoorFive

Member
Dec 3, 2019
383
391
god please keep us updated on that shit. Thats like the one thing I care about since its supposed to be an RPG. Trying out new builds and such is fun.
There are multi cell organisms that would disagree with you, and say that the game should have no combat, and only focus on explict materials.
Personally, I want to see a combat system.
 

Pikant

Lead Spine animator for LOK Rebirth
Game Developer
Oct 8, 2020
74
311
Oh so combat IS actually popular! :D

Sure I will! for now I can tell what I have understood: It will follow the fighting style of KOTOR, with timed attacks. There will be guns, magic, and the combat is going to happen with the 3/4 skeletons (back and front).

Vlad wrote several long docs about it for internal use, before disclosing anything I'd prefer to have something to show though.
So, I'll definitely keep you updated when I'll start making those animations and they also get in game!

If you have specific questions feel free to ask, and I'll ask Vlad to chime in since I'm just in charge of animations and not the mastermind behind them!
 
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MightyAltroll

Member
Game Developer
Sep 19, 2017
222
474
god please keep us updated on that shit. Thats like the one thing I care about since its supposed to be an RPG. Trying out new builds and such is fun.
I intend for it to be very similar to KOTOR (or the old Baldur's Gates) with 'real time turn based' combat, and build variety I think is my biggest priority with the combat. So the weapons we plan for involve spears, swords, clubs, axes, bows, crossbows, primitive and modern rifles/pistols, and heavy weapons such as flamethrowers.

Magic will also be a very large focus with a few schools from: Elemental, Mental, Telekinetic, Necromantic, and Blood Magic.

There are multi cell organisms that would disagree with you, and say that the game should have no combat, and only focus on explict materials.
Personally, I want to see a combat system.
I think that porn, and porn games, are a dime a dozen. You can find porn anywhere. But I think a porn game that is fun and engaging is very rare. It makes the sex scenes all the better when they are earned, and when the characters feel real.
 
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whatever4096

Member
Mar 23, 2018
212
438
I think that porn, and porn games, are a dime a dozen. You can find porn anywhere. But I think a porn game that is fun and engaging is very rare. It makes the sex scenes all the better when they are earned, and when the characters feel real.
I don't remember if you guys already addressed it, but are you still planning to have non-con scenes in the game since Patreon is cracking down on "sexual violence"?
 
1.60 star(s) 24 Votes