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  • Monday Post!

    Hello all, we are implementing some changes in the way we communicate with you, so this post will explain what is our plan in this regard, as well as the focus of our short term plans for the game and what we completed this week. Let’s jump into it!Better communicationThe first step we’d like to take is to increase the frequency of the development posts, such as this, that we deliver to you. We’d like to try to write a new post every Monday, or turn it into a bi-weekly update if the frequency is too much, stating what we worked on and what our short term focus is going to be for the next week.We also intend to communicate better on the outside platforms. Many of you are already inside our Discord, or are following our Trello or watching the streams, however we’d like to make it easier for people to follow the updates on the game, which includes outsiders.As a first little step, we updated the patron page description, (thank you Mad_Shell for writing such a nice description!) and we’d like to improve it further with images in the future.We are also looking into having an official website for the game, and possibly a newsletter so that the busier people can be delivered the latest news without having to hunt for them.We have heard the feedback from you patrons, and we’re trying to be more active outside of the discord, and we’re going to welcome suggestions and consider them as we go in terms of communication.The Razorclaw village will be backWe are currently focusing our efforts to recreate one of the old locations from the previous version of the game: the Razorclaw village, where you’ll be able to move around and see the various characters idling around at different times of the day. The efforts to make this possible include: Completing the new environment restyle in 2D, with dynamic light and night/day cycle. Setting the foundation for the first part of the story, writing dialogues, creating props and places, restoring the content present in the old version of the game. Removing the placeholders for the main character movement and fine-tuning the animations. Designing, drawing, slicing, rigging, and animating 10 characters that will have a great variety of idles in the village, so lots of art is being made. Because creating art to dress these characters, and rigging requires a lot of effort, We may limit the directions of the characters for now but will expand them in the future.And after this is done: Patrons will be able to choose who we focus on next for kinky times when this first stage is completed. We are also starting to define the main aspects of combat, which will be the next main focus after the village.Engine DevelopmentsWhile switching back to 2D, Unity was nice enough to release an entire overhaul to their 2D support, including a new lighting system, new 2D renderer, and shader editing tools. This paired with Kuja’s incredible art is returning some stunning results.A Content Editor window was added that keeps a consistent layout across every level in the game and organized hierarchy for interacting with the levels. Each tab gives you access to tools to edit the level however you please and get a overview of each of the different components. Now its as simple as configuring the Content Editor for Collision and the Doorway, and you can press play and have the full game running nearly instantly in which ever level you want. Kuja is learning this tool along with Unity and is implementing levels in-engine instead of working entirely in Photoshop.https://i.imgur.com/nBf8BWb.pngNow that more artists and designers are able to work in the engine and without much technical requirements, I thought I’d give visual scripting a look, with Unity’s recent acquisition of Bolt it only means more and more support for the tool in the future. We’re loving the tool for implementing quick in-game logic and responding to events triggered by the game.Below is an example of our Bolt implementation to Tiki torches reacting to the game time and also configuring itself when you enter the level.https://i.imgur.com/0N49kYX.pnghttps://streamable.com/pv0l0yOn a sadder note, our previous developer James has left the project, James implemented audio and animations and did an incredible job with setting up our sex-cutscenes and creating a layering system that allowed us to layer characters accurately. We’ll miss him but the game must go on! We’re now getting a fresh new programmer up to speed with the project. Documentation and code refactoring is being done to make this a seamless transition and has taken away some resources from the development but overall has lead to major code changes that consolidate responsibilities and makes working in the game so much easier and understandable. This effort at documentation will be very useful in the future.What have we done towards this goal this past weekLots was completed! The whole team worked steadily every day, and the following list includes only the progress achieved last week: (please check our Trello for the complete overall list) Docs listing the idles in the Razorclaw village. Docs listing the first batch of animations required for combat. 3/4 Front View - Male Razorclaw. Completely re-did the first waterfall. Concept art for two of the original RZ Village characters. Razorclaw hunting outfit concept front view. Fixed Crawling Hands to fit better the wrist part of the forearm. Adjusted Crawling hands and imported them into LOKR_Female_Side rig. Added missing images to the Male_Front and Male_Back rigs (tail and private parts). LOKR_Male_FrontSide rig has been made, and is ready for setup. LOKR_Male_Front limb bones have been created. 3/4 front walk and run, side crawl, push and pull animations for female character (first iterations). Male Razorclaw front rig now has all the main meshes, and can move the head in 2.5D. Added a Skeleton, Meshes and Weights to the LOKR_Male_Back rig (using the front view as a guide) so things match up. Internal documentation about the project is being made and kept. Fixed and extended the developer dashboard in the engine. Added a couple Visual Scripting integrations to the engine to support a reactive game, being used for tiki torch on/off cycle.We’ll publish a separate post displaying a collection of artwork, wips, gifs for patrons only.We couldn’t make this possible without our patrons,Thank you for your continued support,The Tribe team

    Tech Demo - Patch 2

    Download Launcher (Recommended - Access to every build and more!) Windows | Linux | MacDownload Directly (Not Recommended - No launcher, and no credits screen) Windows | Linux | MacHello everyone, it's been another productive series of months and we'd like to announce the final update to the tech demo, and go over a little bit of our progress.First and foremost we've finished a number of animations, including our basic movement animations, and even some basic interaction animations for our world. This means that a ton of foundation work is done, and we can soon get in combat animations and some of the more intimate animations ( ͡° ͜ʖ ͡°)https://streamable.com/xpp68q (Note the animations here are still being tweaked with movement speed)Gizmo has also done amazing work on setting up the day/night cycle, and our lighting for the 2D environments, which you can see here:https://streamable.com/z6pqr2What we plan to do with these day night cycles in the future is to have NPCs/Enemies have changing patterns and events from day to night. Weather is also going to be a key focus, and so you'll be able to see your characters getting wet when it rains, and different lighting during these weather events. These things potentially could even affect combat and the survival mechanics, which we'll be getting into soon.As far as the environment goes, we've got awesome new areas and concept art for you to enjoy, including some concept art of a couple new planned races:Keipr (Small Kobold-like creatures, that are similar to sharks. Haven’t decided on whether they get hair or horns yet. HyenasMore to come, including the Jackals, Wolves, and other races planned.In essence, we've made lots of progress, and there will be much more to be had soon enough. We’ve gone back to the old v0.8 method of doing cutscenes, which will give it back that old personal feel, and we’ve tweaked companion switching so that you can manage individual companions from the in-game menu. In the future we'll allow you to be able to click anywhere and have a companion go there but the code base has long been changed since the tech demo.We’d like to thank all those who continue to support us as the game progresses in development, soon enough we’ll be populating the Razorclaw village, the ship, and caught up with v0.8’s content. Please join the discord if you’d like to talk to us or get more detailed information on plans/development.- Vlad

    September Update and Patch 1 is Public

    Patch 1 is now public! Download the latest version now from the Launcher available or direct download here.Hello everyone,We’re hard at work with getting Patch 2 out with new animations. Milestone 2 is also getting significant headway as we transition from 3D to 2D and we’re aiming for playable and polished content first and foremost, as well as creating a development environment that will take what we throw at it and be resilient.Here’s a small visual of what components are currently being worked on. Art is no longer being changed for Patch 2. Animations is working purely on Patch 2 content. And the game has to see a few more improvements to Patch 2, and Milestone 2 is being worked on as well.2D ArtWe have new work to show for Milestone 2, the second wave of backgrounds are practically finished, and with that we have enough assets to create their subsequent segments. After finally deciding every room inside the Federation Ship's conforming, we are working simultaneously in the first Forest Area and Tribe Locations (As you may already have seen) and in some locations inside the Federation Ship (Like most corridors, hangars and Krys and Maeve's rooms). We hope we can make the most out of each background.Here’s the new Razorclaw Tribe level that Kuja has created in engine with particles,[Video] https://streamable.com/w1zyuf[Video] https://streamable.com/o4b12vCompound has also created the map itself for the Federation Ship as seen here as separate floors,Kuja has created an early version of the map as a hologram as well to be used in-game in the control rooms!AnimationsArchie and the animation gang has been hard at work at finishing the animations required for the next patch of the tech build. In the future we’ll be using these animations in the 2D view, which is why so much effort is being put still in this line.The front-side and back-side rigs for the female characters is being created and will finally complete the full directional rig.Scene 2 is nearing completion and will be wrapped up with Scene 4.[NSFW GIF] https://cdn.discordapp.com/attachments/597984982207561788/755829763918266558/15-2-2.gifMusicOur composer “HigherSelf” is making some pretty cool original music for Lok:R, here you can listen to some previews attached below: desertdemotheme.mp3 ShipthemeCutPreview.mp3The desert theme will be used for the Sultari Empire’s primary exploration/discovery theme, and the other is a Federation Ship theme. We hope you like them, and we look forward to more of these being made in the near future for an awesome soundtrack.TechTons of headway has gone into Milestone 2 so far from a technical standpoint as well. I’ve overhauled our game controller to be state based. Meaning as you transition in-game between the game it’s keeping track of what ‘mode’ you’re in, in the background and is seamlessly loading/unloading data and objects needed. This also makes it straightforward to switch between states using a Controller of sorts, which is exactly what we did. There’s now a controller option in the editor to allow us to swap instantly between states (Main Menu, Loading, In-Game, Dialogue, Minigame, Combat, etc).Additionally, the level management system also saw some changes. Managing the maze and tree of level files was becoming a nightmare and would only get worse as we add more and more levels. I needed a solution that would automatically handle levels for us and let the people in charge of designing, design. To keep track of level files, the data is now being stored as a map object. Literally. The map in the in-game menu contains the level data, and you can physically see where levels are located. I’m personally proud of this, as simple as it seems and sounds, this solves many many problems.To manage the content inside the levels, I’ve made a Content Editor tool, which is used as a hub for every level and gives instant options for building levels, including exits/entrances, spawn points, lighting, art/particles, camera settings, and more. This is also integrated highly with the 2D engine tools and will ensure consistency across the game.We’ve updated the Milestone 2 code line to Unity 2020 and with it, engine performance improvements, visual upgrades, new tools, and more. I’ve managed to get the game to run in-editor almost instantly this is a comparison of around ~9 seconds which was quickly becoming a hassle for anyone to work with. Compile times are also being improved upon and a small boost was able to be achieved by removing expensive reference requests to many files.Returning to the main focus of patch 2, the final new changes from a technical standpoint coming to the Tech Build is the new interaction menu for the companions. This will make switching companions and commanding them much easier and give us the flexibility to create advanced interactions with companions (Walk along path, follow, stop, crouch, attack, defend, etc).[Video] https://streamable.com/vdi0sjLauncher Fixes!As some of you have found out, the Linux and Mac updater builds were still not quite ready but as of right now all the links to the Launcher Updater have been fixed. Both platforms include a readme as well for any issues you may encounter.Farewell!Thank you for reading the update, we’ll be releasing the next patch as soon as its cooked up. We appreciate the patience and continue to work hard on our project! To clarify, the game is going back to 2D after the 3D experiments and we’re happy to be moving in a direction that everyone can get behind.

    Patreon 2D Update and Roadmap

    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.The 3D environments had a ton of potential, and honestly if we had more time we could have made them work with the 2D characters, but the community found them divisive. Some people loved them, others hated them. So we've gone back to 2D backgrounds like 0.8 had, but with a kicker, we're going to be including parallax scrolling, as well as simulating dynamic time/weather using parallaxing. For example in this image:The moons are separate layers, as are the clouds, which allows us to move them as the day progresses in-game. We will also be able to change how NPCs behave/jobs during nighttime as well, and include timed events that can only be done at certain times.Here’s the level plan for the Razorclaw Tribe level, the primary level in the next build along with the level art Kuja created.We also have a little piece for KRAM (Krystal Appreciation Month) for the patrons that is a little late, but we think you will enjoy.-LoK:R Team

    Tech Demo Patch 1

    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.Download Launcher (Recommended - Access to every build and more!)Windows | Linux | Mac Download Directly (Not Recommended - No launcher, and no credits screen) Windows | Linux | Mac Patch 2 (next patch) will include, New companion interaction (Prototype: https://streamable.com/4n8wft) Side Front and Side Back angles to the characters 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.The change log for the Tech Demo is, Sex scene 4 and 1 completed with full effects. Released to Linux, Mac, and Windows. Lock attribute confirm button unless all points are met. Added Terms and Conditions to the game. Back button for the play settings menu. The map smoothly jitters instead of instantly jitter. Fixed an issue where the game would crash if the player was destroyed. Feedback from the community, Titus G (Compton Alex) Volume and effects are within the same slider. Female/Male voice slider. Boyzilla Zoom keyboard controls. Doc Characters fall through terrain. Hilltop. Level should not be loading. Vulapa Jar Dupe Glitch. Pick up the jar then fall off map. Honuel Invisible Wall. People are annoyed by the invisible wall, we should use natural ways of locking them in. Rock bridge sound loop. Step in the pressure plate while the sound of Rock Bridge cues, then fall into the void immediately. Slow Stamina Recover Time. Companion Can’t Follow Well. Druideftw Clicking on a menu option twice makes the menu option have the same outline as when you would hover over the option with your mouse, but it won't disappear when leaving the option with your mouse, only when clicking on a different one. Clicking Escape or tab leads to strange behavior (Dampening sound and randomly jumping menu options). After declining the quit option you need to click another menu option or quit twice before being able to be asked again if you want to close the game. Really nitpicky; In the graphics settings. At the upper options with the text and the box you can tick(Full-screen, V-Sync), you can click between the text and the box while at the lower three options you cannot. The name of the save file only gets shown once you open the save file. There is also a strange thing when you start a new game and exit it, it doesn't show up anymore in the save game menu as it isn't saved when you first start it, but the name of the new save game that never got saved is now the name of an old saved game. Mad_Shell beginning a new game in the same slot as a previously saved game: it seems that some of the progress is kept, since Appius first welcomes Krys with "Aaah, the exotic beauty returns" (edit: it happens even when the game was not saved, just playing in a slot is enough for it to happen). Better Companion Interaction. Typo in map name, Uzukai instead of Urzukai. When the "run mode" is activated (running icone top right of the screen), the stamina does not regenerate, even when not moving. Hearthrow Low resolution has issues with icons being low res. 'Best' Mum Got a bug in the character overview screen, results in items disappearing from existence: 0. Remove some clothes from a character (probably not necessary, but all the clothes in the demo start equipped!) 1. Select another character who has clothes on. 2. Click on a clothes slot with something already in it. 3. Select another item in that slot - item that was previously in that slot no longer exists! Raiden Clipping Chest. Lev Companion doesn’t disappear on death? Maybe? Level issues. Otoshimara Companion Manager is bugged. Currently it looks like you can't move Sek when you take control of him, and if you add and remove him from the party a few times it freaks out the party page. Toaster Enthusiast If you fall off the map as Krystal, and then reload the game, you won't be able to move as that character anymore, not even by staring a whole new save. Mesh Map cheat issues. Also I was able to complitely softlock the game by spamming things (proffesional describtion right here) in the menu while in a dailogue (first sex scene to be exact), only keyboard imputs work, mouse imputs do not respond and I can't interact with anything.

    Launcher Update to End Updates

    DownloadsWindows - https://thetribedevs.com/UpdaterBuilds/1/windows/Launcher.zipMac - https://thetribedevs.com/UpdaterBuilds/1/mac/Launcher.zipLinux - https://thetribedevs.com/UpdaterBuilds/1/linux/Launcher.tar.gzThis is it, the update to end updates, well sort of. This new application is the updater for the launcher which will automatically update the launcher files in the directory that you open it. It is optimal to hide the updater in a folder and create a shortcut and place that around your computer to access the launcher. This is a huge step forward in being able to provide a full single experience for everyone and also providing the platform for giving rewards and privileges to our patrons. There are also some additional changes in this build, Direct hyperlinks to the Patreon blog posts from the launcher Low music volume option added Terms of conditions confirm box Other small bug fixes Added Mac and Linux buildsEdit: To clarify this only an update to the launcher, the game will be getting a patch very very soon.

    Launcher Update to End Updates

    DownloadsWindows - https://thetribedevs.com/UpdaterBuilds/1/windows/Launcher.zipMac - https://thetribedevs.com/UpdaterBuilds/1/mac/Launcher.tarLinux - https://thetribedevs.com/UpdaterBuilds/1/linux/Launcher.tarThis is it, the update to end updates, well sort of. This new application is the updater for the launcher which will automatically update the launcher files in the directory that you open it. It is optimal to hide the updater in a folder and create a shortcut and place that around your computer to access the launcher. This is a huge step forward in being able to provide a full single experience for everyone and also providing the platform for giving rewards and privileges to our patrons. There are also some additional changes in this build, Direct hyperlinks to the Patreon blog posts from the launcher Low music volume option added Terms of conditions confirm box Other small bug fixes Added Mac and Linux buildsEdit: To clarify this only an update to the launcher, the game will be getting a patch very very soon.

    Launcher Goes Public

    Download Here (Windows)TECH DEMO IS OUT - HERE Linux and Mac coming soon.After the long wait, I am happy to announce that the Launcher is now public and comes with the original 0.8, and the new LoK:Rebirth version 0.0.0 (Tech Demo). This marks version 0 of the remake. For more news on the remake check out our detailed post on Patreon. I’m going to talk about what the plans are for the future of this launcher and hopefully answer questions people have.The release strategy for the Launcher is divided into three stages, the first being our private patron release. The second being right now, our release with the tech demo to the public for Windows. Finally, we will release the Launcher for Mac, Linux (coming soon, we’ve hit some issues with plugins). We’re also working on the launcher to create an updater to allow you to get updates without manually having to update your launcher. We are outsourcing a team to complete this final piece of software to focus on the delivering the game.Linux (soon) and Mac builds are available in our Tech Demo Patron post as individual downloads along with a Windows version if you’re unable to succeed with the launcher. Feel free to ask me any questions on Discord as its my primary way of communicating with everyone,Gizmo

    0.0.0 - Tech Demo

    The Launcher is recommended for launching LoK:Rebirth.Launcher (Recommended) | WindowsLinux (Coming soon)MacGuide to the Tech Demo (Spoilers attached)Hello everyone! We’re excited to announce after nearly one year in development, the LoK:Rebirth Tech Demo for the remake. As many of you understand the game has been in the process of being remade over the course of the last year.(Gizmo) I was recruited onto the project nearly exactly one year ago while I was interning at Electronic Arts as a software engineer. Since then I’ve progressed to being a senior in college and onto other jobs that I’ve since then quit to focus on just this game and build up an audience for our game and to work as the Development Lead for the team. I took over about 2 months ago and since then I have learned a lot about our workflow that we have been improving and getting onto writing. We are doing consistent weekly meetings to ensure we are on the same page and progressing. I know a year is a long time to have waited but as things move forward, we hope to win you over with a unique experience in a much quicker cycle.The FutureMoving forward we are aiming on releasing 2 major patches to the Tech Demo that will include two animations along with updates to the current animations, dialogue animations, and bug fixes as we encounter them.During this time most of the team will also be shifting to Milestone 2 and getting content started for the next Milestone. Personally I’ve found some things that can be improved with a couple systems but I don’t expect those changes to take long.Here’s a sneak peak of what’s in plan for Milestone 2 (Version 1.0.0). We will release updates when possible, we won’t wait for everything to be in before releasing but this will be exclusively our aim.- Launcher -- In-Progress- Talents/Magic- Character Customization- Hunger System- Combat- Lust Mechanics- Federation Ship -- In-Progress- Razorclaw Village- Minigames- Extra (Dev Inspiration and other little things we come up with)This will be the start of the game from the Federation Ship to the Razorclaw Village. By the end of this it’ll be the start of a real game.Again, this is a tech demo there are likely still some issues. If you encounter anything, please don’t hesitate to contact us and we can help you sort anything out.Feel free to ask me any questions on Discord as it’s my primary way of communicating with everyone,GizmoControlsController is minimally supported, we will be looking into controller support again in the near future.Movement- W - Left Stick Up- A - Left Stick Left- S - Left Stick Down- D - Left Stick Right- Left clickDialogue Camera Movement- Right Mouse and Drag - Right Analog Stick- Mouse Scroll wheel - Left/Right triggersInteract- E - Y on Xbox ControllerCrouch- Ctrl - B on Xbox ControllerSprint- Shift - Left Stick DownAttack- Left Click - Right TriggerJump- Space - A on controllerCompanion Selection- Right Click - Left TriggerItem Bar Preset- T - Up Arrow on controllerItem Bar Select- 1,2,3,4,5 - Left/Right/A on ControllerInteract with UI and level objects- Left Click - A on controllerMenu (Default to Inventory)- Tab - X on controllerMain Menu- Esc - Menu on controllerChangelog+ Items (0-24) + Characters (0-3) + Sex scenes 1 and 4 + Main Menu + Attributes + Levels 0-1 + Debugging System + Leveling and XP system + Equipping and Unequipping + In-Game UI and Functionality + Tons of icons and UI art + Quest System + Interaction System + Regions System + Data Management System + Companion System + Dialogue System + Questing and events System + Logic Action System + A whole bunch of other things

    Launcher Patreon Preview Release

    Download Launcher (Windows) - HerePreview Video of Launcher - HereLinux and Mac will be coming soonWe are releasing the official Tribe Launcher to our patrons loaded with version 0.8, the original game built by Abelius, Kuja, and Vlad. This isn’t designed as a gimmick to re-release the same game, we’re more original than Bethesda. Instead we’d like to test the launcher with the already made game and see how it performs on scale, and covering any final tweaks we can make.As many of you know, a launcher has been in the plans for quite a while. These past few weeks I’ve been working with Kuja and the rest of the team to build the launcher. Kuja has been amazing at designing UI so far and always comes out with amazing templates I then put in-game. Together we’ve been coming up with the details we’d like to see in the launcher and the solutions we’d like to solve with this launcher. The number one thing we’d like to solve with this is the question: “Where’s the latest build”. Ironic, huh?... But seriously, people’s biggest concern is being out of date and missing a build. Well, no further, here every build ever will be available from a click of a button and patrons will be able to access exclusive builds from the launcher.This Launcher was built with the end user experience in mind and hopefully we have nailed it. A major thing going into this was making it free. What I mean by that is having the freedom to access your builds without the extra nonsense, I am referring to locked access, restrictions, internet issues, etc. I made certain that the core purpose of the launcher was always available, the ability to play, regardless of your current Patreon status, internet connection, etc. If it downloaded, you can use the tool to open it. You can immediately change and view where your builds are downloaded as well and do what you please with the files. Some features may go missing during network/server outages including the ability to download the game. In the case that happens a link will be posted as soon as possible with the latest build until things are back, which fingers crossed won’t happen ever To explain the future of the launcher and my intentions with it, it is missing a vital feature which is the ability to update itself (for now). My intention is that this launcher will last without needs for updates until I am able to update the launcher automatically. So, the goal here is to use one version for months until a core change is needed.The launcher is super customizable over the network with most of the content being pulled from our servers. The list of things that are live and able to be updated from our server include,- News section- Patreon tiers- Social media links- Prompts for launcher updates and redirects- Game credits- Game image galleries- Game buildsThat is right, live credits reporting. Now we’ll be able to have the credits be live in-game for all our Blood Bound patrons who are able to opt in-to being in the credits.I’ve built my own backend as well to process the authentication for Patreon and also for redirecting download requests that confirms users are able to download the build. It was quite the headache to do, if anyone’s interested, I’d be happy to explain it.Feel free to ask me any questions on Discord as its my primary way of communicating with everyone,Gizmo

    June Update - Tech Demo Release Information!

    Hey there, everyone! We know some people are super excited for the tech demo release, but we reached a tough decision on what to do by doing a poll in discord. This is pretty important to read and understand (We don't want people coming to us tomorrow going "but where is game?") so let us explain it: As we have told people 2 months ago "We would release what we have, polished or not.", as in we weren't looking to have anything at a specific goal, we were hoping to have 4 sex animations ready. Well, turns out, they are almost ready.So we made a poll in discord with three different options:A) Release the tech demo tomorrow with a few bugs, but mostly functioning, and with no animations, then update it later with the completed/polished animations as they are ready. B) Release the tech demo tomorrow with a few bugs, but mostly functioning, and with unpolished/incomplete animations, then fix them as we have them ready.C) Take extra time to polish the animations and make certain they are ready, then release the tech demo when they are ready.Turns out option C got around 90-95% of the user votes, which gives us a bit more of time to polish the animations even further for the Tech Demo.As you can see, game development isn't an exacting science, since there are many variables one is unaware of. We have mentioned this on the Patreon, and a few patrons suggested taking extra time to release. We also discussed it in private with a number of patrons, who also suggested the same. But this is basically where we at right now, We could keep my promise and release what we've got in an unfinished state (Which may make some people unhappy) or we can release it when it's complete (Which may make some people unhappy). Feel free to discuss it, but right now we're leaning towards just polishing stuff and taking a bit of extra time. We'll be posting a couple previews of the preview animations that were posted in #public-teasers as well so you can see the progress(See below).On a different note, our lead animator Arche Williams/Mike explained the animation process a bit further and why it takes so much time:"...Since animations seems to be the focus of discussion, here's a little explanation about why they take so much time. On top of the initial time it takes to polish them to the level that everyone (or just simply... most people) would enjoy them, there is also the issue of implementing them into the game and testing them out to make sure that there are no major bugs or other technical issues. Adding to that even further, the character's image sets and rigging is so advance and complex that when you change one thing it has a domino effect on a few other things. So here is the full transparency on the game plan for getting the animations done (and hopefully done faster for the future). First off, we are making place holders for everything to test out how the images/ animations work. Then we figure out the best and most practical process to go about creating new art assets and animations once we have that info. Once all that testing is done, we move on to the final step of adding polish and details. Feel free to @ArchieWilliams in discord if you have questions, but know that this is a general practice for getting final work into games. Doing the final artwork or animations before testing could lead to re-dos and countless wasted time if things don't work out as expected (which is also very common on games that are as complex as this one is). Thanks for understanding".Here it's the preview animations(Check attachments if links doesn't work):https://i.postimg.cc/8CCMYRpr/zex1.gifhttps://i.postimg.cc/SKtCbnR1/zex2.gifhttps://i.postimg.cc/c4QRt1k6/zex3.gifhttps://i.postimg.cc/5NqzN7jC/zex4.gifhttps://i.postimg.cc/c4NYWy1W/zex5.gifhttps://i.postimg.cc/KvLN7DjG/zex6.gifHere's the original posts(Check attachments if links doesn't work):https://i.postimg.cc/GtPrrbck/1056.pngWe have nothing to hide and it's always good to be transparent. Thank you very very much for giving us a little bit of extra time and for all the support. We'll make more Patreon updates as soon as we're able to. Thanks again.For more frequent updates please check our discord server and our trello board (links on main page).- THE LOK TEAM / THE TRIBE

    May Update!

    Hello all, so we're preparing to release an early tech demo for everyone soon, really soon and have some previews of future content for everyone to feast their eyes upon. Firstly we recently finished rigging the character models and finally have begun creating sex animations for the tech demo, here is a preview:Animation - V'jyn, Krys and Keakrix.Note that it is of course still a WIP/Unpolished, and do please ignore the poor .GIF pixellation. We have 4 animations planned, and we may want to take a little extra time to make sure they are polished and perfect, but it shouldn't be too long now for the tech demo release. (We may even release the tech demo without the sex animations, and update it when they are polished. What do you guys think?)Next we have Kuja drawing the difficulty selection images, which I think are awesome looking personally:Sample 01 and Sample 02.Easy, Normal, Hard and "Git Gud". Hopefully you guys like them as much as I do.We also have a preview of a WIP of a future companion/character named Lieutenant Maeve, who is K's childhood friend and wing-man, have a gander:New Character: Maeve .We may poll discord patrons for some minor appearance changes such as what her main fur color will be soon, i.e. this color, orange, or reddish orange. We also welcome your feedback here.As always, we love you all, and we appreciate your patience/support.- LOK TEAM(If links doesn't work, please see the attachments below)

    April Update! Check it out!

    "Showing off a new camera, and our menu. We've made some more progress since these things, we even have a number of animations implemented, but for now we just want to show off some sick menu porn. Please let us know what you think in the comments (We do read them) and in our discord: (https://discord.gg/ft9QQY). Cheers!"Links:1) https://streamable.com/lk88hv2) https://streamable.com/kqqgyv(If the links doesn't work, check the attachments!)

    Little April Teaser

    Snakeman Mouth and Expression system is being worked on!Mike, Arman and the animation team all did an astonishing job this month: Check it out the little teaser for the Snakeman body, eyes and mouth movement (WIP): (look at attachments)

    March Update!

    Greetings to everyone, we've got a lot of news for you, so prepare your buttox for lots of information, I'll try to keep it somewhat concise to spare your eyes from reading a novel.We'll start with the mechanics and backend work. Gizmo has been doing some truly amazing stuff with his dark code-magichttps://streamable.com/nmzooGizmo has been creating our action editor tool which allows us to create events such as doors opening, quest triggers, and other such important parts of any RPG.https://streamable.com/vmvfhA demonstration of our inventory, stamina, and general UI.https://streamable.com/bnp0wThe map of our playworld (Subject to change), made by Kuja and Gizmo to be truly spectacular, at least in my eyes :phttps://streamable.com/15e66Here we are showing off our new bush/grass movement, which is achieved through shaders.In the mapper's universe, Compound has been figuring out new ways to make maps, and has come up with something that's very fast, and produces spectacular works. The following is his most recent work (Subject to change, of course, and very early in design):https://streamable.com/5jewahttps://streamable.com/f81r4----- Next we have animations!This is where all of the time we have been spending on the rigs is paying off. This is a first and early attempt of fitting the rig we built for the Krystal model onto a completely different characterhttps://imgur.com/cvmuqciWhat this means is that we can have loads of characters all using similar animations to Krystal (Or completely different animations) with very little effort in adapting said rig. It'll allow us to have different body types, and different customization. So all that time waiting was not in vain. We also have 4 animators working on and off on this game in addition to Archie, meaning we can potentially pump out loads of animations at a faster pace. (Though we still have some more rigging/back end stuff to do!)Speaking of customization, I noticed a lot of people liked the original K model we used from v0 to v0.8 in LoK:R, I want everyone to know that we plan to have a substantial amount of customization to our character:* Hair style* Hair color* Tail style* Breast size* Fur color* Eye color* Lips Shape/color* Nose shape* Eye shapes* Eyebrows* Pupil shapes* Makeup (Eyeliner/eyeshadow/mascara/blush, etc.)As an example of this sort of thing, Kuja just changed 2 or 3 things on K to represent this customization (Draft image)https://i.imgur.com/uZlSN2n.png(Check the attachments if links doesn't work)Which leads me into what Kuja has been doing! Have a preview of our sexy boi that everyone loves: Sek!https://i.imgur.com/3uMF7ox.png(Check the attachments if links doesn't work)There's some more stuff, but this post is starting to get really long, so we'll save it for the next post in the near future. As always, we appreciate your continued support, and we hope you stay safe out there during this awful Covid19 nonsense. - Vlad

    Animation and Art Stream: Now!

    https://picarto.tv/ArchieWilliams

    Animation Stream: Now

    https://picarto.tv/ArchieWilliams

    Animation Stream!

    https://picarto.tv/ArchieWilliams

    Art Streaming: Now!

    https://picarto.tv/Kuja

    March Update! Edited* w/ more info.

    Hello everyone, it's been a minute but we have some neat things to share with you. For one thing, we now have some voices for Krystal and Keakrix (With a number of other voice actors/actresses awaiting their future roles) We will attach some previews of their work at the bottom, and we strongly recommend you check out/support their work. Voice acting is tough and we appreciate everything they do for us.The first file labeled 'Ruby_Moans_Preview.mp3' is done by RubySeaWitch whom you may find at the following locations:Youtube: https://www.youtube.com/c/RubySeaWitchTwitch: https://www.twitch.tv/rubyseawitchReddit: https://www.reddit.com/r/RubysEnchantedLagoon/Patreon: https://www.patreon.com/rubyseawitchTwitter: https://twitter.com/RubySeaWitchShe will be voicing Krystal for the game.Next is "Lupine_Moans_Preview.mp3", which is done by Lupine, whom you may find here:Patreon: https://www.patreon.com/fieldsoflupineTwitch: https://www.twitch.tv/fieldsoflupineReddit: https://www.reddit.com/r/fieldsoflupineYoutube: https://www.youtube.com/c/lupinefieldsasmrShe will voice Keakrix (And some other tough babes in our game :p)These ladies have beautiful voices, and we appreciate what they are doing for us, we hope that you check them out.In other news, Kuja has been working hard beautifying a game map showing the world we plan to create for the game (Note, the map is subject to change, we may add or remove stuff in the future (Most likely add stuff)) and also finishing the Lizardman (Sultari Merchant and Default Sultari bodies).https://imgur.com/VYRT3vdhttps://imgur.com/TGpuxb5https://imgur.com/CMfr3xG*If links doesn't work, please see the attachments below.Animation is progressing, as is the mechanics/environmental front, we hope to have some cool goodies to show you on those areas soon!As always we love you all, and thank you for your continued support. - Vlad and the LOK TEAM.

    Animation Stream: Now!

    https://picarto.tv/ArchieWilliams

    Art and Animation Streams: Now

    https://picarto.tv/ArchieWilliamshttps://picarto.tv/kuja

    Animation Stream: Now!

    https://picarto.tv/ArchieWilliams

    Animation Stream: Now!

    https://picarto.tv/ArchieWilliams

    Late Night Animation Stream: Now!

    Mike is streaming again at: https://picarto.tv/ArchieWilliams

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