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

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DoorFive

Active Member
Dec 3, 2019
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Lets see if the Curse of Krystal will affect this.
If we put it in this wording, "Kursed" comes to mind, since that was the name she picked out in one of the endings in Star Fox: Command.
I think it would be fitting for this idiom.

In all seriousness, the "curse" is pretty much on the money with how many single entities or small groups try and try to make a game, and fail.
If we count the original, there were maybe two LoK games done to completion. The other done by GoRepete. There was also a side scrolling fighting one, with grapple mechanics. Not sure if that one was, "completed," but it sure was playable. though, that whole being 'complete' thing seems to urk people so much, they just sweep everything under a rug and call it a curse, something about memes being funny, or following an idea that is popular.

A couple success over a few dozen attempts seems to track across the board.
I'd say it's actually just the development of video games in general that is cursed.
If you bomb, you are screwed.
If you succeed, you might be screwed.
If you do succeed, there becomes demand. And with it, the ire of people that want, and want, and want. It is never good enough, and you get called names from strangers for trying your best.

It's hella demoralizing. I know why people do it. Because they love games. But the urge to create is destroyed by those that consume. It's rough.
 
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shujuku

Member
Oct 11, 2023
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611
If we put it in this wording, "Kursed" comes to mind, since that was the name she picked out in one of the endings in Star Fox: Command.
I think it would be fitting for this idiom.

In all seriousness, the "curse" is pretty much on the money with how many single entities or small groups try and try to make a game, and fail.
If we count the original, there were maybe two LoK games done to completion. The other done by GoRepete. There was also a side scrolling fighting one, with grapple mechanics. Not sure if that one was, "completed," but it sure was playable. though, that whole being 'complete' thing seems to urk people so much, they just sweep everything under a rug and call it a curse, something about memes being funny, or following an idea that is popular.

A couple success over a few dozen attempts seems to track across the board.
I'd say it's actually just the development of video games in general that is cursed.
If you bomb, you are screwed.
If you succeed, you might be screwed.
If you do succeed, there becomes demand. And with it, the ire of people that want, and want, and want. It is never good enough, and you get called names from strangers for trying your best.

It's hella demoralizing. I know why people do it. Because they love games. But the urge to create is destroyed by those that consume. It's rough.
I think that "Kursed" is a good new word. Thank you for your service now we got another word to spread and act superior compared to "Normal People".
 
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Theovonpapen

Active Member
Sep 2, 2020
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There is a better odds of Trump winning the 2024 election, inaugurated and finishing his term than his soon-to-be decade old demo to ever finish before Trump dies.

Let that sink in to how old this 'game' is. When you reach 10 years and you're still stuck in chapter 1, then it's a hopeless cause for any completion. We have a 2nd Hollow Knight game. We are getting GTA 6 soon. We are going to see Bethesda on the cusp of exiting out of the top 5 gamer choice if the other companies aren't flopping harder. And now, we have years of this demo without a story to care.
 
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Fappingfox

Active Member
Sep 30, 2018
744
997
Nevada and Arizona are still not completed. And its obvious it's stalling the completion.
It's generally an odd election. 32 bomb threats made to polling locations, mailboxes and drop off boxes set on fire, supposed record number of voters coming out but we're a hair shy of 16 million voters that didn't vote supposedly compared to 2020s total numbers. I'd like to see an investigation on it all
 

DoorFive

Active Member
Dec 3, 2019
549
645
(I am not a developer, I am just posting news)
  • Work is being done on deciding how we want the Tavern backroom™️ to look, with various 'concepts' and ideas as we feng shui the furniture.
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  • The loading screen has been darkened, so it will no longer flashbang your eyes.
  • A decent number of bugs have been fixed, most of which are visual. With many more to come in a long list as we go through the game.
  • A number of art assets for Cenvir have been made, and are ready for animations!
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  • And lastly a ton of dialogue work has been done, the Mjol/Nara questlines are nearing completion in terms of writing/dialogue!
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  • Work continues to progress in modifying/improving the village, fixing various bugs, and finishing up work on a few characters yet to be added. Nara's dialogue is being transcribed into unity.
  • Kuja has been tweaking certain assets around the village, such as:
1731274172197.png 1731274203983.png
  • And this week I'd like to talk about compound's work in setting up game environments and collision. Collision is a fairly complex thing to work with and to go into it with a little depth:
This is a level's completed mesh deometry, forming the boxes in which the player can explore an area without falling into the endless infinite void. The white mesh forming the collision. As a bonus you can see how a lot of images are layered together to form a full scene.

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Here, meshes are manipulated via various tools to fit the appropriate shape of the art, to give it a feel of 3D and presence in the world, otherwise it'd be you walking across a flat background like moving your fingers on a piece of paper. The collision was ultimately what makes the game feel like a game.

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Meshes can be tweaked to match an in-game object by using the view of the game viewing window, alongside the scene viewer. Each mesh functions as its own object, which can be then used to break a scene down into various components.

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By running the game to test it, we can further match the collision to the art with more detailing.

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Collision proves time consuming but a necessary and interesting facet to game development, and without it, many things would seem very... flat!

~~~~~~~~~~~~~~~~~~~~~~

  • Kuja has nearly finished the back end of the Tavern where Nara and Mjol work, have a look!
1731274615893.png 1731275005915.png
  • We had a very long discussion about secondary skills, in addition to attributes. Secondary skills would function almost exclusively outside of combat. Serving as skill checks and modifiers for such things as healing amount. Each secondary skill would correspond to a main attribute which would determine the point-cap of each skill. So you can't put a ton of points into strength if you're a nerdy wizard nerd face.
(P) Intimidation - Used in dialogue to intimidate someone - Physique
(P) Strength - Used in either dialogue or mechanically to move/lift an object - Physique
(A) Sleight of Hand - Used in dialogue checks to pickpocket certain people - Agility
(A) Stealth - Used to avoid combat or generally get by. Can also be used in dialogue - Agility
(I) Seduction - Used as a way to trigger sex scenes and to get what you want in dialogue - Intelligence
(I) Persuasion - Used primarily where seduction will not work to persuade people in dialogue - Intelligence
(I) Engineering - Allows you to unlock doors/chests that are locked, used in dialogue for mechanical checks. - Intelligence
(W) Treatment - Increases healing received from items and abilities - Wisdom
(W) Perception - Used in dialogue checks to notice things otherwise hidden - Wisdom
(W) Bartering - Lowers prices and increases sell value - Wisdom
(W) Knowledge - Used in dialogue checks to determine PC's ability to comprehend things - Wisdom
(M) Arcane Acuity - Used in dialogue checks to determine PC's ability to understand magic - Attunement
(M) Power - Used in dialogue checks and some mechanical actions as a form of magical intimidation, and skill check for actions like strength. - Attunement

These would be the secondary skills so far planned, pretty much final. The way these would work is when you encounter a dialogue option that, say, asks for 'Intimidation' for an optional path that may make your life easier or harder, it would check against the number of points you have in that skill. So if your intimidation was 11, and the skill check requires 10, then you would pass. As example:

(Intimidate) Maybe if you don't tell me where you took her, I'll make you eat your own colon.

Which, having passed, would cause the opposition to respond with:

(Success) Oh... uhh... don't be too hasty, we're all friends here! Here, I'll tell you what I know! Just uh... stay over there.

and should you fail, might backfire against you:

(Failure) Yeah? How about you come over here and try. (Initiates combat).

Abilities like Sleight of Hand would determine whether you can open locked boxes that engineering could not, or pick pocket someone, Seduction might lead to exclusive sex scenes, bartering would passively lower prices, etc.

Obviously this would require us to go back and add skill checks (Which a lot of dialogues already have hidden) to older dialogues, but if we are to do this it is planned to be done when we add Kuja's new Character Dialogue Artwork, since we have to go back and do a pass anyway.

  • The next half of the conversation was involved in random encounters, and how we want certain events to play out. It is believed in the team that simple still illustrations with a great deal of detail in description with skill checks would allow us to have a lot of interesting encounters, without having to, say, create an entire ass area+scene+animation+code+scripting for something like climbing in through a back window to steal the Chieftain's panties.

  • Finally, it would be how we can more easily flesh out sections of gameplay, and keep monotony from taking hold in things like traveling from one point to another on the world map. So as you travel from, say, The Razorclaw village to the Sultari Empire, you could encounter these random events ranging from things like

"Your party stops on the trail, a glint in the distance catching your eyes. A possible ambush? Or perhaps treasure exposed from the earth by recent rains? Do you investigate or continue on your way.
1) Investigate the strange glint.
2) Ignore it and move along."

to

"Up ahead on the path several hooded figures of various sizes approach brandishing weapons, a quick glance behind you shows that any retreat may not be an option as they have a few behind you as well, no doubt having hidden amongst the foliage. The apparent leader of the group approaches you, revealing a grin containing an uneven number of teeth. The desert-lizard looks you up and down, as if deciding whether to eat or not. "What have we here? Lost, little girl?" he says in a snarling tone.

1) (Intimidate) Let us pass or I'll bury you out here.
2) You want a fight? You got one.
3) (Seduction) Maybe... we can work something out? Accentuate your curves with a flourish
4) I don't want to fight... Can we come to an agreement?"

Choosing to fight, or being ambushed, would teleport you to a battle arena where you fight whomever or whatever.

These should be fairly easy to make compared to fully fleshed out, animated, or colored+drawn scenes. Making a decent quantity without necessarily skimping out on quality.
 
Last edited:

DoorFive

Active Member
Dec 3, 2019
549
645
  • Ron has been continuing the difficult path to combat, whilst simultaneously fixing bugs and adding content. His is a constant difficult struggle, but he gets it done tirelessly.
  • Cenvir's dialogue is almost entirely finished, which means we're getting that much closer to the next major release for patrons.
  • Something to talk about with regard to combat, and concepting, is how we've been concepting things like weapons. It starts with a detailed description and placeholder stats, we'll use the M-44 Battle Rifle as an example.
'* 5) M44 Battle Rifle
Type: Federation Marksman's Rifle
Talent Prerequisites: 'Firearm Training III'
Damage: 4-16 (Piercing)
Scaling: 20% Intelligence
Max Range: 24m

Magazine: 7

A variant of the M44 Combat Rifle designed to provide a higher velocity option for longer combat ranges. It uses an NR9B Rail System to generate velocity of 3,200 meters per second, and as an added bonus it uses the same diameter and type of 9x47mm APFSDS cartridges, however due to the added weight of the rifle and down time between charges, only 7 are provided at a time in a magazine. Designated Marksmen are provided with explosive tipped rounds that detonate on impact.'

from there, compound creates a rough conceptual drawing that receives feedback. He then finishes it with coloration and further details, for Kuja ready to finish the drawing for implementation in-game as a potential item/model.

1731285058072.png 1731285091420.png 1731285155200.png 1731285169566.png 1731285187694.png

~~~~~~~~~~~~~~~~~~

Kuja has been working on new expressions for animation. These are only a small-ish number of ones he has done.

1731285359761.png

He's been doing great work and progress on the required assets necessary for the new series of Cenvir animations necessary for the upcoming Cenvir build.
We've decided to revise our animation strategy and it will streamline the entire art->animation process. Previously, in-game character models were immensely intricate, and required a great deal of skill and patience to work with, but this intricacy meant they could do anything. Ultimately we don't need them to do everything, only what we require (like sucking peepee).
Going forward we'll be using asset swapping for things like expression, making it far easier to change expressions and poses, while feeling similarly smooth without requiring a mountain of effort. This is part of an ongoing series of adjustments to enhance the game and its visuals whilst keeping things moving forward.

  • He has also made assets for things like the hermit training dummy for near-future updates:
1731285543483.png

Ron has been coordinating changes to the method of importing dialogue, which should make it a little easier for both parties.

~~~~~~~~~~~~~~~~~~

  • Kuja has continued working on expressions for in-game animations. He's managed to finish a number of them for the lizard man and Kay.
GIF1.gif GIF2.gif
  • We also discussed and will be working on how we want still scenes to look, possibly like a journal sketch, or even like a holo-gram styled image.
  • Work has been done on fixing and reworking a significant portion of Vanlen's dialogue and quest as well, with the hope that it will make him better and less buggy to engage with.

Additional Note: Many character facial expressions were completed some time ago, in fact, some were finished over one or two years ago. With our new approach on animation layer swapping, we now finally have the opportunity to test and implement these expressions into the game, especially in sex scenes.
 

mrme

Active Member
Nov 8, 2017
986
1,082
  • Ron has been continuing the difficult path to combat, whilst simultaneously fixing bugs and adding content. His is a constant difficult struggle, but he gets it done tirelessly.
  • Cenvir's dialogue is almost entirely finished, which means we're getting that much closer to the next major release for patrons.
  • Something to talk about with regard to combat, and concepting, is how we've been concepting things like weapons. It starts with a detailed description and placeholder stats, we'll use the M-44 Battle Rifle as an example.
'* 5) M44 Battle Rifle
Type: Federation Marksman's Rifle
Talent Prerequisites: 'Firearm Training III'
Damage: 4-16 (Piercing)
Scaling: 20% Intelligence
Max Range: 24m

Magazine: 7

A variant of the M44 Combat Rifle designed to provide a higher velocity option for longer combat ranges. It uses an NR9B Rail System to generate velocity of 3,200 meters per second, and as an added bonus it uses the same diameter and type of 9x47mm APFSDS cartridges, however due to the added weight of the rifle and down time between charges, only 7 are provided at a time in a magazine. Designated Marksmen are provided with explosive tipped rounds that detonate on impact.'

from there, compound creates a rough conceptual drawing that receives feedback. He then finishes it with coloration and further details, for Kuja ready to finish the drawing for implementation in-game as a potential item/model.

View attachment 4220752 View attachment 4220753 View attachment 4220756 View attachment 4220757 View attachment 4220758

~~~~~~~~~~~~~~~~~~

Kuja has been working on new expressions for animation. These are only a small-ish number of ones he has done.

View attachment 4220768

He's been doing great work and progress on the required assets necessary for the new series of Cenvir animations necessary for the upcoming Cenvir build.
We've decided to revise our animation strategy and it will streamline the entire art->animation process. Previously, in-game character models were immensely intricate, and required a great deal of skill and patience to work with, but this intricacy meant they could do anything. Ultimately we don't need them to do everything, only what we require (like sucking peepee).
Going forward we'll be using asset swapping for things like expression, making it far easier to change expressions and poses, while feeling similarly smooth without requiring a mountain of effort. This is part of an ongoing series of adjustments to enhance the game and its visuals whilst keeping things moving forward.

  • He has also made assets for things like the hermit training dummy for near-future updates:
View attachment 4220770

Ron has been coordinating changes to the method of importing dialogue, which should make it a little easier for both parties.

~~~~~~~~~~~~~~~~~~

  • Kuja has continued working on expressions for in-game animations. He's managed to finish a number of them for the lizard man and Kay.
View attachment 4220790 View attachment 4220785
  • We also discussed and will be working on how we want still scenes to look, possibly like a journal sketch, or even like a holo-gram styled image.
  • Work has been done on fixing and reworking a significant portion of Vanlen's dialogue and quest as well, with the hope that it will make him better and less buggy to engage with.

Additional Note: Many character facial expressions were completed some time ago, in fact, some were finished over one or two years ago. With our new approach on animation layer swapping, we now finally have the opportunity to test and implement these expressions into the game, especially in sex scenes.
It's kind of funny that this game has been in dev hell for so long that the Mass Effect aesthetic has come back in style because ME is getting a TV adaptation.
 
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Sharun

Member
Jun 29, 2017
111
125
It's kind of funny that this game has been in dev hell for so long that the Mass Effect aesthetic has come back in style because ME is getting a TV adaptation.
This is the worthiest news i heard in a long time here.

Question, did Amazon also make the Halo series? If so, this could go sideways (for gamer)
 

mrme

Active Member
Nov 8, 2017
986
1,082
Paramount pinched out the turd which was the random sci-fi series shoved into a Halo sock.

Amazon did Fallout (which wasn't too bad... as long you don't care that every character is retarded, and most plot lines are best enjoyed by turning your own brain off) and Last of Us (haven't watched it, but apparently alright)
 

Sharun

Member
Jun 29, 2017
111
125
Paramount pinched out the turd which was the random sci-fi series shoved into a Halo sock.

Amazon did Fallout (which wasn't too bad... as long you don't care that every character is retarded, and most plot lines are best enjoyed by turning your own brain off) and Last of Us (haven't watched it, but apparently alright)
ah thanks, no didnt watch Fallout, but heard good stuff until now. Last of Us took some decisions that can be questionable, but honestly most of that surprised me positively. Guess i have to get a glimpse on what they plan for ME
 

DoorFive

Active Member
Dec 3, 2019
549
645
  • We did further theory crafting into how we want still scenes to look. The whole sketch theme like Kay writing in her journal with the player able to make decisions to advance the scenes we think looks and would feel pretty good. Obviously this is an early concept, more detail will be added to the 'book' itself.
1731883204404.png
  • A lot of things being implemented and being made ready for implementation. We'll want to a significant amount of testing before we release it, and fix as much as we can. Hopefully the next major update is only just around the corner. We have clear goals for the following builds.
~~~~~~~~~~~~~~~~~~~~
  • Cenvir animation is animating! Progress continues despite some internal setbacks on finishing up the last of Cenvir's content needed for the big update
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  • Dirk has finished a new piece for the game in the form of combat music for a creature named the Akliath. It'll be very creepy.
  • Additional functionality was added to our dialogue tool for use in unity, and more content was implemented for the next major patch.
~~~~~~~~~~~~~~~~~~~~
  • Cenvir animations continue, and are nearly finished. They'll need some touching up and polish, but overall they are coming out alright.
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  • Design for early enemies for testing and combat prototyping purposes is underway, have a look at a Viskin, a rather large alien canine!
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  • Our current plan is to soon do a test of Vanlen's changes, which we'll introduce to the praetorians for early testing should they wish. Then we'll merge that with our Cenvir changes when finished and do another round of testing before a release to the patron audience.
  • As we are finishing up with Nara/Mjol's dialogue chains, we have also begun shifting focus to dialogue efforts on Inani once more, with plans to add her soon.
~~~~~~~~~~~~~~~~~~~~

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We've been looking at alien-ifying the Viskin. There will be a few different types based on region, and we've been looking at colors/identifying features for these regions.

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  • A number of scenes have been merged, including merging the deep jungle and crash site with the waterfall trail.
  • Work is also being done on the Hermit and his assistant in ironing out how they will look.
~~~~~~~~~~~~~~~~~~~~

  • Kuja has finished the model for Mjol! The chef with attitude. He's a no nonsense man of alien spices, alien meats, and alien veggies. You'll be chopping and slicing for him, and maybe he'll show you his sausage.
1731883854637.png
  • As combat continues to be worked on in the background, we're going to be making concept art for every enemy type planned in the game. Mostly for the purposes of Kuja's art and the animation aspects.
The purposes for planning this out so early is so that we have a clear path and understanding of what needs to be done combat-wise.

1731883913526.png
  • Bug fixes are taking place with an alpha build soon ready to be sent to Praetorians for them to tear apart at their leisure. We're pretty close to a major release, and we already have a pretty clear path to the next major release which will feature Nara/Mjol.
 
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