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

1.60 star(s) 24 Votes

Mad_S

Newbie
Aug 23, 2019
80
133
Work in progress CG 1 for Vanlen scenes (CG arts will come in addition of animationsfor some scenes). Animation team is finalizing the whole bunch of spanking scenes with Vanlen. K still not good at tanning it seems :p

unknown.png
 
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chopolander

Active Member
Dec 9, 2018
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1,627
It would be interesting if the outlines were a little less black so as not to stand out so much. Maybe a touch closer to the colour of the object? It's silly, but...
 
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Mad_S

Newbie
Aug 23, 2019
80
133
It would be interesting if the outlines were a little less black so as not to stand out so much. Maybe a touch closer to the colour of the object? It's silly, but...
Maybe I'm wrong, but i think that black lines help giving the characters and objects a bit more relief, and removing / decreasing them too much would make them look pretty flat.
 

Mad_S

Newbie
Aug 23, 2019
80
133
Btw, are you reenacting all the freaking scenes from the previous game? Wasn't this supposed to be a "completely different game"? LOL.
From the very beginning of the rework the plan has always been clear and public: to change the plot of the demon girl and some lore, but almost all the characters and events from 0.8 will return.
 

drwood

Member
Jun 12, 2019
364
483
Last I was here it was 3 months since the last "update." We are now going on 5 months. Just thought everyone should be aware of that fact. Also daily reminder that a small team threw away a perfectly serviceable h game for 8-way models and nondescript lore changes like anyone gives a shit.
 

arimouse

Member
Mar 11, 2018
116
161
No pregnancy :/
This is one of those things that some people like and some don't.

I do... but in certain types of games. Namely corruption type games. I feel like pregnancy can be a good corruption mechanic.

I can say more but I'll keep it short.
 

arimouse

Member
Mar 11, 2018
116
161
Virtually everyone will just play on easy mode to avoid it anyways because when your fans said they wanted to see Krystal thristy, they meant for dick, not water.
This was funny and made me do a double take lol

You are spot on on a variety of issues, though. I hope you are heard!
 
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whatever4096

Member
Mar 23, 2018
212
438
what is 8-way models? or how they look i tried google byt its shows joystick for topgun ( plane simulator)
This means the characters have 8 sprite sets for each of the directions they can move: up, up-left, up-right, left, right, down-left, down-right, and down, given the left and right ones are just mirrored, so it's actually 7.

Like this:
 

Mad_S

Newbie
Aug 23, 2019
80
133
This means the characters have 8 sprite sets for each of the directions they can move: up, up-left, up-right, left, right, down-left, down-right, and down, given the left and right ones are just mirrored, so it's actually 7.
Actually front-side left and front-side right, as well as back-side left and back-side right can be mirrored as well for symetrical characters/clothes, reducing work to 5 angles. However many are not symetrical and all directions have to be done.

The way this project keeps stopping and starting and restarting over from scratch with a new engine and constantly trying to add new features that nobody asked for and don't work makes me think this is the Duke Nukem Forever of indie porn games.
I feel you're confused: this project restarted only once, in august 2019, and the team has nothing to do with the old LOK flash games.
 
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Nostalgiac

Newbie
Jun 2, 2017
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I feel you're confused: this project restarted only once, in august 2019, and the team has nothing to do with the old LOK flash games.
You're forgetting this game is still using the same name as the flash version, and the flash version should've been what got all of this started, are you saying no inspiration came from the flash version at all? :FacePalm:

Also the 3D to 2D fiasco could count as a reboot that was never truly released
 
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vashaal

Newbie
Dec 28, 2018
22
53
Yeah right, in august 2019, almost 2 years ago. And the accomplishments are...what? A tech demo with 3d they scrapped as well as demo which has next to no content. Same goes for the progress reports, every time i read them only one thing comes to my mind - "that`s it?". The longer it takes the more it feels like the devs are running in cycles and are occupied with litte things like 8 direction movement or the survival aspects - and their "contests" and extra information on workflows look like they are buying time.

May Abel be a diabolical tyrant as some claim, maybe he's the nicest person i'll ever meet, i don't know and won't judge. But when it comes to getting results, namingly an acceptable update cycle, there should be noone among the devs to criticize him. And i'm talking about releases, not his work ethics or the way he manages projects and people. I never worked with or under him, so i can't tell.

And at last the "when it's done, it's done" approach. Well, there are many devs working this way, but they release update in more or less set cycles. The LOK devs neither have the reputation nor accomplishments. The only thing they have to show are TWO releases in TWO years and even these two are different versions.
 

arimouse

Member
Mar 11, 2018
116
161
I, and many, have suggested dropping the 8-directional movement system for a while.

When actually playing the game, you are not in an isometric view; you are actually in a very adventure-game type view.

This means that your up-down movement for characters is super limited. While you could possibly argue you'd like a straight up-down movement for when the player clicks on something directly above or below the character, any amount of sideways movement you do is easily accomplished just by normal sideways movement.

You're not getting a huge value add because you've got 4 more potential directions a character can walk along about a 1/4 screen height strip at the bottom of the screen.

Unfortunately though, I'm not so sure it's the 8-directional movement gumming things up at this point.

If I had a SWAG it, I'd say they are trying to implement fully-developed systems across the finish line piecemeal instead of trying to identify iteration functionality that slowly builds towards their MVP candidate they want to deliver.

They're most likely falling into a pretty common SDLC failure, as described by this picture and many others like it:

mvp-not-like-this.jpg

What this represents is that, for each sprint/delivery cycle you do, instead of delivering something people can see and use and at least be "OK, I see progress happening but I can still use this!" you are pissing everybody off because you have nothing to show until you are basically feature complete, and at that point everybody is pissed off and believes you've wasted a ton of time.

The other value to that is you're taking a huge amount of time building X, and by the time you build X, maybe you discovered you actually want Y. Now instead of shift to Y somewhere in the middle, you've got to scrap a bunch of shit just to turn around and get to Y again.

There have been examples of that in this very project over the course of its many deployments. :|
 

Phanatic

Member
Jan 29, 2019
167
461
What this represents is that, for each sprint/delivery cycle you do, instead of delivering something people can see and use and at least be "OK, I see progress happening but I can still use this!" you are pissing everybody off because you have nothing to show until you are basically feature complete, and at that point everybody is pissed off and believes you've wasted a ton of time.

The other value to that is you're taking a huge amount of time building X, and by the time you build X, maybe you discovered you actually want Y. Now instead of shift to Y somewhere in the middle, you've got to scrap a bunch of shit just to turn around and get to Y again.

There have been examples of that in this very project over the course of its many deployments. :|
This is precisely why game designer and project manager are such important roles in game development. Any team in order to be time- and resource efficient requires a man or two with experience in game development subject with a more mercantile and objective view on features that should be developed, who could understand the approximate amount of time for things to come and who could limit artistic+perfectionistic impulses that slow overall development down.
 

whatever4096

Member
Mar 23, 2018
212
438
It feels like the last video game project I assisted with went like this:

View attachment 1316040

I cannot stress enough at just how critical proper management is to keep things from going overboard, in one way or another.
Seems like a lot of software in general goes from "This is awesome!" to "Wait. Stop. STOP!" Basically, scope creep. It's rare for software to be feature-rich and intuitive at the same time.
 
1.60 star(s) 24 Votes