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
Ok, my bad, i'll try to rephrase. It seems they ignored the issue for quite a while. On the other hand hiring additional people is a confirmation for what I wrote before: the two need too much time getting the work done they're hired for.
Or maybe it's just as Abel said. They are too occupied with little details instead of making progress. Right now it feels like the devs will take another two or three years till they reached the point of v8, cause there's simply no progress to see. A picture here and there means nothing, Kuja is able to churn out art like a printer and that's the "proof of progress" the people see.
Lets say there are a lot of factors:
- the 1st rig was insanely complicated and detailed, because the 1st animator they hired had more experience in rigging than in animation, so he didn't realize it would be such a nightmare to animate. Then Pikant was hired and they remade it way simpler, but some time was lost on that for sure. The rigging process is going at a good speed now.
- the current rig is I think a good one to work with (it allows customization, more detailed animations, etc... without being overly complicated) but it's true they have set high standards for the fluidity and natural look of animations, and the progress suffers from that. The 2 new animators are helping with that, but it's true that if the rate doesn't pick up significantly, some concessions will have to be done.
- the animators are not full time, faaaar from it. They work on LOK:R as much as money allows to pay them, but they have other projects too. This is why all the arguments about scam and money are laughable: they earn less than before the rework, and divise the money between 3 times more people...
- the animation team was hit by Covid in the last months. Don't know exactly what happened, but I have the impression it was pretty bad. There was a very noticeable slowdown in animations progress for a few months. When they were making the movements animations, they were finishing several per days. Then there was a pretty big stop, I believe it's because of that, but no certitude.

I hope y'all aren't trying to make one animation play in 8 different angles for sex. That would be awfully silly.
No they're not doing that it would be silly lol. Just, the additional angles allow them to make sex scenes with different angles. Some scenes can se diagonal view, some front view, etc...
 

arimouse

Member
Mar 11, 2018
116
161
Lets say there are a lot of factors:
- the 1st rig was insanely complicated and detailed, because the 1st animator they hired had more experience in rigging than in animation, so he didn't realize it would be such a nightmare to animate. Then Pikant was hired and they remade it way simpler, but some time was lost on that for sure. The rigging process is going at a good speed now.
- the current rig is I think a good one to work with (it allows customization, more detailed animations, etc... without being overly complicated) but it's true they have set high standards for the fluidity and natural look of animations, and the progress suffers from that. The 2 new animators are helping with that, but it's true that if the rate doesn't pick up significantly, some concessions will have to be done.
- the animators are not full time, faaaar from it. They work on LOK:R as much as money allows to pay them, but they have other projects too. This is why all the arguments about scam and money are laughable: they earn less than before the rework, and divise the money between 3 times more people...
- the animation team was hit by Covid in the last months. Don't know exactly what happened, but I have the impression it was pretty bad. There was a very noticeable slowdown in animations progress for a few months. When they were making the movements animations, they were finishing several per days. Then there was a pretty big stop, I believe it's because of that, but no certitude.
So I know you are just standing in for the devs and that's super nice of you, but what you're saying here doesn't make a lot of sense. :)

Understand that the rig and the animation go hand in hand. You're not going to make a rig you don't understand because you're not an animator.

You are an animator, making your rig, because you are aware of the animations you want to achieve and how to do them. You can't really separate rigging from animation, it's the cornerstone of animation (you can't animate something unless it's rigged).

If you don't understand animation, then you are probably the last person who should be making a rig of any kind at all.

I'd also say it's not a scam because of the money, but it is a more scam-like because of the misrepresentation. It's like me selling you a Ferrari, then when I almost had a Ferrari I change it to a Honda and keep telling you it's the Ferrari but suddenly I can't use the name Ferrari and it's only a wink and a nudge kind of Ferrari but it's totally just like the original Ferrari, and I didn't cancel my original Ferrari orders or donations either... I very much kept those going because gosh.. it'd be real hard to get people to support my Honda project!


I hope everybody gets better. Regardless of any video game drama I hope everybody stays healthy and safe and that's super important to me above all other things.


No they're not doing that it would be silly lol. Just, the additional angles allow them to make sex scenes with different angles. Some scenes can se diagonal view, some front view, etc...
Well this is at least good. :)
 

arimouse

Member
Mar 11, 2018
116
161
Also experience from past lives... rarely is a project slowed down because of art or animation (unless it's like a one person team or something).

It's usually the coding behind it all, getting all that art to *do something* besides sit there.

You also need to code in triggers for animations, etc. the animations tend to be ready before the code is ready.

Heck, building a menu system with submenu structures can be a cast iron pain in the butt. Building out good controller support and key bindings is troublesome... most people don't even bother. You just deal with whatever keys they hard coded into the game.

Programming is that glue that is not "seen" but is everywhere... and unless your focus excellent at the coding level and management of code and how things are introduced... it doesn't matter how good your art is or how many pictures per day you can draw.

At the end of the day, a programmer can make a working video game, an artist cannot.

Sure programmer art ain't pretty... but at least it is playable.

In projects where there is a tremendous focus on art... you tend to have some issues. I can't say for sure if that's the case here, but it feels like it. The art pipeline has far exceeded the programming pipeline, and it's getting people antsy because they want to see this weeks drawing do something, while the drawing from 3 months ago is still in a "to do" status.

Project management is tough. :)
 

arimouse

Member
Mar 11, 2018
116
161
What I was saying, basically.

But I guess they'd counterattack your argument by saying big and "serious" development studios have dozens of animators working on the same rigs... which would tell how full of themselves they are if they see themselves at that level of efficiency and experience.
One of the first things "big studios" do is figure out a scale for their models and target polygon counts and skeletal complexity.

Usually big studios already have a standard to follow for this, or they have people of such a caliber that it is not new for them to figure out the skeleton based on your design document.

However it's also important to realize that a big studio is also following project management standards, meeting milestones, and the people engaged are most likely working coordinated sprints with expected deliverables and results.

With bigger studios, your art pipeline values also skyrocket. No longer are you dealing with single materials, but a single character could have many different shaders connected to a multitude of bitmaps. Having done some of these, I know that there are also tricks to work where a single bitmap will use all RGBA channels to convey multiple data sets to a shader; and all of this dramatically increases the complexity of work.

"Artwork" is not trivial by any stretch. But the counter weight to this is usually with those high production values, so too is your programming technology. If your game LOOKS like an AAA title, people are also going to expect it to PLAY like an AAA title. That means your programming team is going to be tremendously skilled and talented.

For indie devs, and what I have done in the past, is build a single skeleton for a set of characters and then reuse the shit out of that skeleton everywhere and anywhere you can. Most engines today can also support adding extra bones to a skeleton for different models-- so long as you're not changing any of the base skeleton bones you should be able to use these.

However, all of this means you need to pretty much know what you're building from the outset, and have designed your assets in such a way where you're constrained by your design. Going back and fixing stuff is tremendously time consuming (I've done this before too), and problematic.

The bonus to a 3D skeleton is you build 1 skeleton 1 time and it works at all angles. I imagine that using 2D splines with 8 directional movement means you've got 8 different skeletons all that need to have the same bones so your animations will play correctly at any angles, on top of building the art for those 8 angles (you can't just rotate a 2D picture along some axis you haven't drawn by hand). You can do mirroring and art reuse if you want, and that's usually perfectly acceptable. Nobody really cares these days if a character holds a gun in her right or left hand depending on which way she is facing.

But it is a time sink. And likely when you get into the "sex animations" you're looking at a whole new skeleton that has more detail than your "world map" skeleton. More art, blah blah blah.

All of this to say that big developers can do it not only because of staffing, but also because of good planning at the outset and following known best practices for project organization and management. They have oversight managers who will prevent an artist from going off the deep end, and make sure what they build stays on track and within the projects' boundaries to achieve the goal.

I'd probably say most indie projects fail not due to a lack of skill, but due to a lack of planning, oversight, and project management skills. For a single developer, needing to do some kind of a refactor well into a project can sometimes be the end of the project. "Fuck that" has been said a lot of times, I'm sure. :)
 

Phanatic

Member
Jan 29, 2019
167
460
All of this talk about 8-angled skeleton issues has one more time convinced me that going with 3d in my game was a correct choice. Yes, making a high detailed model with a complex rig might take a couple of months, but making an animation after that and its implementation is a matter of hours, not days.

All that talk about art<implementation timewise is absolute true, which me and co-worker are experiencing right now. I'm an artist and I dont interfere with my programmer buddy, but I have to make sure that stuff that he executes is up to some standard. And it's taking it's time for quite a while now. I've done all of the assets and characters about half a year ago and we've been implementing them with various options and variants up until now. It took us 6 months just to set up a solid base for movement mechanics, dialogues, journal and quests, GUI, fluid animation transitions, rendering technique e.t.c. and only now we are getting back to the point where we can start thinking about adding actual content like dialogues themselves, quests, sex animations, e.t.c.
Yeah, having lots of art is cool, but it needs a solid execution within the engine, that also takes its time. Especially if programmer's experience and knowledge is limited to some point (you can't be a know-all anyway).

I have to say, arimouse, it's always interesting to read your thoughts that you decide to come up with here from time-to-time. Thank you. They make my brain work whenever I read them and I like that.
 

arimouse

Member
Mar 11, 2018
116
161
All of this talk about 8-angled skeleton issues has one more time convinced me that going with 3d in my game was a correct choice. Yes, making a high detailed model with a complex rig might take a couple of months, but making an animation after that and its implementation is a matter of hours, not days.

All that talk about art<implementation timewise is absolute true, which me and co-worker are experiencing right now. I'm an artist and I dont interfere with my programmer buddy, but I have to make sure that stuff that he executes is up to some standard. And it's taking it's time for quite a while now. I've done all of the assets and characters about half a year ago and we've been implementing them with various options and variants up until now. It took us 6 months just to set up a solid base for movement mechanics, dialogues, journal and quests, GUI, fluid animation transitions, rendering technique e.t.c. and only now we are getting back to the point where we can start thinking about adding actual content like dialogues themselves, quests, sex animations, e.t.c.
Yeah, having lots of art is cool, but it needs a solid execution within the engine, that also takes its time. Especially if programmer's experience and knowledge is limited to some point (you can't be a know-all anyway).

I have to say, arimouse, it's always interesting to read your thoughts that you decide to come up with here from time-to-time. Thank you. They make my brain work whenever I read them and I like that.
You're welcome. I'm glad you enjoy my input. :)

I agree, if you are working on a project where you want good animation, and you're going to do >2 angles of movement, you probably want to go with 3D.

This includes 4-directional movement.

A lot of people counter this by doing the tweening and "bouncing" of a character, usually with limbs as separate objects, etc. kind of standard spine based animation techniques.

You run into issues for more detailed animation with spine technology because you still had to build a rig, still have to painstakingly animate it, and have to also be worried about any extra frames to draw or angles that don't quite look right.

You may as well just build your rig in 3D and do the same painstaking animations- one time for any angle.

The problem with 3D is that while the bar to get in is super low, the bar gets dramatically higher the closer you want to be to your characters and the animations you want them to do.

Not only the rig, but also the 3D model itself.

Going from Minecraft to random early access looking game isn't too tough. But when you want to make that "cute character" that looks good and has some classic animation looks, like a Fortnight or Overwatch, etc... the bar gets very high and your art work needs to be spot on to hit that mark.

I went 3D, but I didn't feel like I could model a character that looked "cute" enough, and workin with Unreal as a lone developer is super ominous and tough, even just for making a level that isn't crap.

So... I went back to 2D, but it's high-resolution pixel art and I'm only drawing one forward angle and using mirroring for the other. I don't care if it makes somebody hold something in a different hand or reverse some text or something... those are corners that have to be cut.

So I can make cute art and good animations and hopefully glue it all together. I'm using Unity now also.

Long story short though, haha... if you say in your project you want good animations and 8-directions of movement, you've already done fucked up if your next thought wasn't immediately "guess I'll do this in 3D".

Good luck with your project. Have you posted it somewhere I can see it? :)

mine is hidden on my hard drive and it will probably never go public but that's ok for me.
 
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chopolander

Active Member
Dec 9, 2018
811
1,563
As of today, I still can't give the game a rating. I see that I am still a victim of censorship due to whining :ROFLMAO:
 
Mar 28, 2017
189
317
The more this project continues, the more I'm seeing I'm gonna get to keep my money :p.

In terms of what I see, this back and forth from Abelius and the current project's team, all I can see is shit throwing. Even if they establish what they're saying about Abelius to be true, in the end, if he can put out a product faster with a solid core, they really can't touch that.

There is a saying, "they pay you depending on how hard you are to replace." If Abelius was getting 60% of the game's revenue, he was most definitely the one you don't replace. In terms of ego, I'd actually say the other two guys of the original team are the ones overstepping.

They're the ones who harmed their own product. They're the ones that are now hiring 4 or 5 people to *try* and match the output of Abelius. It's their own egos that doomed them, and no one is stepping up to force a direction. No Director, No producer, no shareholders. It's all going to end up in the dustbin if someone doesn't commandeer their ship and steer it away from the shore.

I mean... a FOOD system? 8/5 direction sprites? What the hell is that? What made the original good? Not that. It doesn't even make sense since their original "remake" product was, in general, better. 2D sidescroller with smut from one side as in... basically a spiritual successor to the original with improved sprites.

There's a particular niche of people who enjoy food and water injected into their porn; as an avid player of Skyrim and lurker on LL, I can tell you that those people are a moderate minority at best. Nothing wrong with it, of course, I've touched my toe into it too, but many people don't have the patience to deal with it.

What does the word "streamlining" mean in this team? What is the core experience of the game they're trying to make, and is this food system integral to it? Do they NEED those extra sides for their porn, or is that just a nice thing they want to add? Why 3d? What ideas are shut down after they figure out it'd be impossible to do? These things are natural questions because, as of now, I can't vouch for the devs as being responsible with their decisions; who could other than the devs themselves?

I bet the next things they're gonna add are bathing and going to the bathroom. That would be a top priority if you got food and water in the game.
What about *SEASONS* That'd be cool to do and isn't work-intensive, changing the background for snow and fallen leaves.
Annual bird cycles anyone? I can't wait to spend a few minutes on a bird-watching mini-game.
ETC... as it all tumbles together in a big scary phrase. "FEATURE-CREEP"
 

chopolander

Active Member
Dec 9, 2018
811
1,563
Here is the game roadmap in the next 4 years

LOK RE

Customization Pack - Star Fox Skins, Clothes, Hairs and Nails

LOK RE - Eat, Drink, Pee and Shit DLC

Customization Pack - Ghostbusters Afterlife Ecto 1 Edition
Customization Pack - Ghostbusters Afterlife Proton Pack Edition

LOK RE - LEGO Pack

LOK RE - Summer Pack Accesories

LOK RE - Bath and Sleep DLC

LOK RE - Build your Home DLC

LOK RE - Xmas Pack Accesories
 

arimouse

Member
Mar 11, 2018
116
161
The more this project continues, the more I'm seeing I'm gonna get to keep my money :p.

In terms of what I see, this back and forth from Abelius and the current project's team, all I can see is shit throwing. Even if they establish what they're saying about Abelius to be true, in the end, if he can put out a product faster with a solid core, they really can't touch that.

There is a saying, "they pay you depending on how hard you are to replace." If Abelius was getting 60% of the game's revenue, he was most definitely the one you don't replace. In terms of ego, I'd actually say the other two guys of the original team are the ones overstepping.

They're the ones who harmed their own product. They're the ones that are now hiring 4 or 5 people to *try* and match the output of Abelius. It's their own egos that doomed them, and no one is stepping up to force a direction. No Director, No producer, no shareholders. It's all going to end up in the dustbin if someone doesn't commandeer their ship and steer it away from the shore.

I mean... a FOOD system? 8/5 direction sprites? What the hell is that? What made the original good? Not that. It doesn't even make sense since their original "remake" product was, in general, better. 2D sidescroller with smut from one side as in... basically a spiritual successor to the original with improved sprites.

There's a particular niche of people who enjoy food and water injected into their porn; as an avid player of Skyrim and lurker on LL, I can tell you that those people are a moderate minority at best. Nothing wrong with it, of course, I've touched my toe into it too, but many people don't have the patience to deal with it.

What does the word "streamlining" mean in this team? What is the core experience of the game they're trying to make, and is this food system integral to it? Do they NEED those extra sides for their porn, or is that just a nice thing they want to add? Why 3d? What ideas are shut down after they figure out it'd be impossible to do? These things are natural questions because, as of now, I can't vouch for the devs as being responsible with their decisions; who could other than the devs themselves?

I bet the next things they're gonna add are bathing and going to the bathroom. That would be a top priority if you got food and water in the game.
What about *SEASONS* That'd be cool to do and isn't work-intensive, changing the background for snow and fallen leaves.
Annual bird cycles anyone? I can't wait to spend a few minutes on a bird-watching mini-game.
ETC... as it all tumbles together in a big scary phrase. "FEATURE-CREEP"
So I'm gonna call this one. :)

First, the bad: People shouldn't be valued at hard they are to replace, but how much value they add to a company.

They are "the same" almost, but the twist is different. For example a great employee would document everything and their job would be totally transparent, replacing them would just be a matter of getting somebody else to learn all this stuff and be effective at it.

And that is kind of the big twist, it's all there... but you do it so well that even thinking about replacing you would be a dumb maneuver to consider.

Don't build yourself into a Fortress of mystery, make everything 110% transparent and show everybody the value.

Same thing.. different twist. ;)

Next... the concept of survival mechanics you discuss.

I hate to say it, but building a survival game is about meters and timers... and there are a billion tutorials out there on how to build whatever kind of survival game you want.

Adding food and water and XYZ survival mechanics tend to be low hanging fruit for developers. It's easy and it can look cool if done right.

But even when done right it can be annoying still. Like for example something from a basic depleting number, to a complex health system like Scum. Unless your game is tailored around those specific types of mechanics... not sure how well it will work for you.

The alternative to that busy-work though is you need to coke up with your own unique solutions for your games. :O

This is kind of where the rubber meets the road and you flex both your game designer muscle as well as your coding muscle.

Art is great... but it doesn't build your gameplay, or a game!

So...I hope they well do good. As far as I know, here are the systems planned:

*Survival system (food cooking, crafting equipment, blah blah blah)
* Combat like KotOR (this is apparently the primary reason for the 8-directional movement system)
* Adventure style non-combat (walk, talk, interact, pick up stuff)
* Branching conversations that will impact other future conversations/storylines
* Triggerable, animated sex scenes (conversations, maybe lost combat, etc etc)
* A day night cycle
* A weather system
* NPC schedules
* Inventory system
* Paperdoll models based off selected inventory items
* Character progression, leveling mechanics all tied into various systems above

As of the last demo... you can have a limited conversation that appears to have no branching and you can pick up an object from the ground or a container object, and navigate some scenes Adventure-style.

They appear to be building these things out in a super non-agile fashion... so you'll probably see some fully or near fully completed components come out that don't have any connections to other systems yet, and they'll finish out the next piece and hope to update the old code with the new functions and connections.

There are a number of things they could excise to cut down on the amount of necessary work, and make a game more appealing to people, but I think the new direction of the developers currently would be against this.

The original vision: A sex game where you did chores to achieve the next sex scene as Krystal from Star Fox in loose side-adventure, getting progression via sexy scene rewards and more kinky options.

The current vision: Make an actual video game where sex is not the main focus and not really used as a reward, instead you progress through a dynamic story as not-Krystal from not-Star Fox.

This fundamental change of direction is where I feel the team should start a new Kickstarter. The original goals people bought into and are expecting aren't really a major focus. Sure they are making snake cock gargling... but it's not the big selling point anymore.

I feel like if they just made this new direction more visible, dropped any relation to the 0.8 expectations, most of the issues people have would be no longer relevant. The only major question is would they get the same amount of support for the new direction that they did for the original? I don't know!

I hope I will be able to see them succeed because honestly I like to see success more than failure, anywhere and everywhere. :)

So I'm still rooting for them and hope they can pull it off. I enjoyed KotOR and wouldn't mind a furry version of it; even without any sex scenes at all. (Honestly though the spine based sex animations have never been super great or anything, so don't try to spent millions of hours making that floppy snake dick spew cum in just that perfect way lol)

have fun :)
 
Last edited:

arimouse

Member
Mar 11, 2018
116
161
Here is the game roadmap in the next 4 years

LOK RE

Customization Pack - Star Fox Skins, Clothes, Hairs and Nails

LOK RE - Eat, Drink, Pee and Shit DLC

Customization Pack - Ghostbusters Afterlife Ecto 1 Edition
Customization Pack - Ghostbusters Afterlife Proton Pack Edition

LOK RE - LEGO Pack

LOK RE - Summer Pack Accesories

LOK RE - Bath and Sleep DLC

LOK RE - Build your Home DLC

LOK RE - Xmas Pack Accesories
I want to enjoy your joke but it took them 2 years to make a mostly non-interactive demo where the first quest was not even complete past the person you get the quest from, and the exciting gameplay was admiring an 8 directional movement system.

Accomplishing all that in 4 years may be a bit much.

Maybe in 4 more years you can have two conversations and one of them is fully complete and you can suck on a snakes cock in one scene- maybe two. :)

LonK: The Reanimatoring Edition 0.404

(Legend of not-Krystal)
 

Furytales

Newbie
Sep 17, 2020
85
91
So I'm gonna call this one. :)

First, the bad: People shouldn't be valued at hard they are to replace, but how much value they add to a company.

They are "the same" almost, but the twist is different. For example a great employee would document everything and their job would be totally transparent, replacing them would just be a matter of getting somebody else to learn all this stuff and be effective at it.

And that is kind of the big twist, it's all there... but you do it so well that even thinking about replacing you would be a dumb maneuver to consider.

Don't build yourself into a Fortress of mystery, make everything 110% transparent and show everybody the value.

Same thing.. different twist. ;)

Next... the concept of survival mechanics you discuss.

I hate to say it, but building a survival game is about meters and timers... and there are a billion tutorials out there on how to build whatever kind of survival game you want.

Adding food and water and XYZ survival mechanics tend to be low hanging fruit for developers. It's easy and it can look cool if done right.

But even when done right it can be annoying still. Like for example something from a basic depleting number, to a complex health system like Scum. Unless your game is tailored around those specific types of mechanics... not sure how well it will work for you.

The alternative to that busy-work though is you need to coke up with your own unique solutions for your games. :O

This is kind of where the rubber meets the road and you flex both your game designer muscle as well as your coding muscle.

Art is great... but it doesn't build your gameplay, or a game!

So...I hope they well do good. As far as I know, here are the systems planned:

*Survival system (food cooking, crafting equipment, blah blah blah)
* Combat like KotOR (this is apparently the primary reason for the 8-directional movement system)
* Adventure style non-combat (walk, talk, interact, pick up stuff)
* Branching conversations that will impact other future conversations/storylines
* Triggerable, animated sex scenes (conversations, maybe lost combat, etc etc)
* A day night cycle
* A weather system
* NPC schedules
* Inventory system
* Paperdoll models based off selected inventory items
* Character progression, leveling mechanics all tied into various systems above

As of the last demo... you can have a limited conversation that appears to have no branching and you can pick up an object from the ground or a container object, and navigate some scenes Adventure-style.

They appear to be building these things out in a super non-agile fashion... so you'll probably see some fully or near fully completed components come out that don't have any connections to other systems yet, and they'll finish out the next piece and hope to update the old code with the new functions and connections.

There are a number of things they could excise to cut down on the amount of necessary work, and make a game more appealing to people, but I think the new direction of the developers currently would be against this.

The original vision: A sex game where you did chores to achieve the next sex scene as Krystal from Star Fox in loose side-adventure, getting progression via sexy scene rewards and more kinky options.

The current vision: Make an actual video game where sex is not the main focus and not really used as a reward, instead you progress through a dynamic story as not-Krystal from not-Star Fox.

This fundamental change of direction is where I feel the team should start a new Kickstarter. The original goals people bought into and are expecting aren't really a major focus. Sure they are making snake cock gargling... but it's not the big selling point anymore.

I feel like if they just made this new direction more visible, dropped any relation to the 0.8 expectations, most of the issues people have would be no longer relevant. The only major question is would they get the same amount of support for the new direction that they did for the original? I don't know!

I hope I will be able to see them succeed because honestly I like to see success more than failure, anywhere and everywhere. :)

So I'm still rooting for them and hope they can pull it off. I enjoyed KotOR and wouldn't mind a furry version of it; even without any sex scenes at all. (Honestly though the spine based sex animations have never been super great or anything, so don't try to spent millions of hours making that floppy snake dick spew cum in just that perfect way lol)

have fun :)
Where first people complained that the pot guy was too much grinding for a scene, so now you guys make a whole game full of grinding to get some scenes? Will these scenes be worth the grind ? Making Krystal cooking, eating etc. makes (according to my opinion) the game too enormous and taking too long before anyway people will get the scenes they play the game for (which is sex scenes ) . I am not a fan of these combat type of games as I find them very grinding (especially if made increasingly more difficult) .
Sorry but with mentioning with sex scenes as just a side note, I am thinking you are missing the point why a lot of people actually want to play the game .
 

arimouse

Member
Mar 11, 2018
116
161
Where first people complained that the pot guy was too much grinding for a scene, so now you guys make a whole game full of grinding to get some scenes? Will these scenes be worth the grind ? Making Krystal cooking, eating etc. makes (according to my opinion) the game too enormous and taking too long before anyway people will get the scenes they play the game for (which is sex scenes ) . I am not a fan of these combat type of games as I find them very grinding (especially if made increasingly more difficult) .
Sorry but with mentioning with sex scenes as just a side note, I am thinking you are missing the point why a lot of people actually want to play the game .
I think you will be able to see some creative maneuvering between the devs wanting to appease all the people who want 0.8 to be finished, and their new vision.

With the new vision very much being more of a story driven, standard RPG in the light of a survival-adventure-KotOR type game.

You will pick up and interact with party members, explore a vast world searching for story and treasure, while uncovering a sinister plot about the planet's inhabitants and previous inhabitants who left behind immense Galaxy-destroying technology.

What I believe they want is for people to like the game in this new direction, where the sex is not necessarily the main focus, and may even be downplayed, to the content of the storyline and the adventure.

I'm kind of envisioning it to be one of those rpg games where there may be an 18+ patch you can pick up, but the game itself is totally playable without it, and the design is mostly focused on rpg and survival type mechanics. Good for YouTube and potentially steam, etc etc.

The somewhat silent shift from "sex game" into "standard rpg" hasn't been super clearly communicated, while at the same time it has been very much communicated. It's kind of a gray area where again, I feel the devs should have distanced from the LoK series entirely and set off to do their own thing as this new vision, and not even tried to use any of the LoK fame/infamy.

i, personally, would be fine with supporting their adventure as a more non-sexualized game. That's up my alley. But it probably isn't for everybody.
 
May 29, 2018
111
193
The original LOK Rebirth was such an amazing game with so much potential. The addition of the shaman, the tavern, the big titted nursery woman, Krystal slowly becoming more of a slut with her clothing and actions, the beef between the purple eyed dude and the rest of the crew, Krystal having the hots for the old guy who was married to the pot dragging woman. Damn, so many awesome plots that could easily be advanced.

That's what we want to see in a Krystal game. Krystal becoming a dirty little slut. Nothing else. It's quite simple.

Why the devs would spend most of their energy on a combat system and food system and whatnot really confuses me. Make the base game about sex and add those features later on.
 

Synthenator

Newbie
Feb 28, 2021
15
29
I think that now the future fate of the project depends on the current version that they are going to release. Then it will become quite clear in which direction the game is moving and patreons will be able to take a sensible look at the situation and make a choice. At the same time, we can finally understand whether it is worth following this game further and, more importantly, whether it is worth investing in it.
 
1.60 star(s) 24 Votes