Classic Mode Update (Part 2!)

Huge thanks to everyone who reported bugs in classic mode.

Part 2 of the update is now out (Mediafire) (Mega.nz), with the remaining forms added and integrated into Corrupter Mode. There are probably still a lot of bugs. But the game should be playable for the most part.

Adventure Mode also got a few bugfixes, including fixing the incorrect sizing on the TF scene images.

Artistic Action

While we don’t have much to report on the art front, patrons will be getting to see something very nice this week. The public gets to see it in two weeks time. So get psyched for that.

The Classic Mode Hunt

After having compiled most of the resources, the classic mode reconstruction project is going to be writing up a guide, hosting file, and then asking for community volunteers to continue. We can make new monsters for classic! Yay!

Oh and there are more announcements but those will wait for later in the month to be timed with… certain things. Yeah, certain things.

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Classic Mode Update (Part 1!)

That’s Right, Classic Mode

As per popular request, Classic Mode is getting an update. Maniac Photoshopper and Unity Developer ThrowawayLady has been making the Unity edition of Pandemonium for a while, and the Discord chat was like “You should put all the new monsters in classic mode” and I was like “Yeah okay.”

So here we are. Classic Mode will now have latex drones, cupids, dolls, bees, vampires, and bunnygirls. These are all configurable as usual.

Presently, imps and cupids do not battle one another and you can’t get fallen cupids. I’ll be adding that next week. In addition, corrupter mode does not feature these yet, I’ll be adding that next week.

You can get it here.

This prototype also contains a bugfix for chapter 1 and changes the program to use streamed-loading instead of RAM-loading. It should help people using older machines.

The Classic Mode Restoration Project

unknown

Because we live in a Mad Max hellworld, the original model information to make classic mode was lost in a hard drive failure years ago.

Thanks to obsessive Discord people Trinity and Aaaac, some impressive progress has been made trying to put together a list of the original mods. Just look above!

While not everything is exactly correct (obviously Christine’s clothes, but Sanya’s bikini and hairbands are also missing), they’re making progress. Any volunteers should head to the Discord chat and get up to speed. They’re essentially combing through a huge pile of poorly-organized mods trying to find the ones used in 3DCG.

Success in this endeavour might lead to higher-definition images or possibly new forms to add to Unity Edition.

Project Roadmap

After discussing the poll results with the recently not-vacationed artists, we came to the following conclusions:

Chapter 5 will be finished in its entirety. Once it’s done, I will start work on the Big Balance Patch while Koops will finish Doll Manor’s handful of remaining assets. Chicken and Hund will move on to chapter 2 and get its art done while I code the balance changes.

Because Doll Manor doesn’t have very much left but could be released for actual $$$ (and thus be used to pay the artists) we figured it’d be best to do so. The Big Balance Patch was always intended to come before chapter 2 despite losing on the poll, since some of chapter 2 relies on the changes from the patch.

Other

Urimas finished Doll Christine’s sprite and will be doing a spriting experiment soon. There may or may not be an announcement next week concerning this. It probably won’t be very exciting.

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Development Update: August 26th, 2019

Check out this sweet fan art!

tamas-patkos-autom-artst

Commissioned by #1 Fan, Guide Creator, and Person I Talk To Sometimes Klaysee.

This was done by Tamas Patkos, and you can find the original (and a concept sketch) here!

It’s always interesting to see another artist’s take on something Chicken made. To my eye, the neck is the most interesting difference. Maybe I’ll ask Chicken to comment on it later.

Programming

I’m currently working on adding a whole bunch of new monster forms to Classic mode. It’s taking longer than you’d think because the old code is… well not the best organized. After a bit of work I can figure out what the hell I was thinking and insert new things.

What I’m trying to say is my old code isn’t terrible, it’s just old.

Anyway, I’ve added beegirls and am most of the way through adding latex drones. The full roster is:

Bees, Latex Drones, Bunnygirls, Cupids, Fallen Cupids, Dolls, and Vampires.

I expect this new release will be out this week sometime, at which point it’s off to work on the next story update for adventure mode.

Art

Urimas made a bunch of item icons so now it doesn’t look so janky on the inventory screen. Otherwise, my artists just got back from vacation and have nothing to show for it other than a bunch of pictures of dogs.

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Prototype 5-4g Release

You can get it on Mediafire or Mega.nz.

This prototype is the new UI update as well as some bugfixes, particularly the double-load crash (which was actually caused by Windows mangling the memory hasher). Glad to get that one out of the way.

If you didn’t try the previous experimental, this one now loads only graphics from the chapter in question, so it loads somewhat faster. It also has a lower memory overhead for players on older machines.

Please Note the Status UI is not redesigned yet. The equipment icons were changed so it will need a redesign later, but it wasn’t a huge enough deal to justify holding the release back. The UI still functions, it just looks silly.

Next week: Hopefully the Classic Mode update will be ready to ship.

 

Development Update: Poll Results for August!

Prototype 5-4g will be released tomorrow, not today.

I was going to release it today, but there’s a crash bug in it and I don’t have time to track it down today (because I got called into work. Act surprised.)
I will try to deal with it tomorrow and get the new UI prototype released.

Development Update

I just got all the images from TL and will be releasing a new Classic Mode update next week (probably), which will include: Bees, Bunnies, Angels, Vampires, Latex Drones, and Vampires. So get excited.

Urimas is making sprites, Hund got me the title screen for String Tyrant, and the others are on vacation. Mario does not have an ETA on the Alraune Story.

Poll Results

Unfortunately we could not get Chicken and Koops for a steering meeting, so we’ll have that meeting later. For now, I will present the results as-is.

There are spoilers for the end of the biolabs patch in this post. If you haven’t played it yet, you should go do that because it’s free.

Question 1: What should the team’s objective be?

SteeringQ1

So this one is pretty clear. The public wants chapter 5 and then, oddly, chapter 2. The existing plan was: Chapter 5, String Tyrant, Balance Patch, Chapter 2.
Enthusiasm for String Tyrant is a lot lower than expected, but it’s also really really really close to completion. So I might simply not give it the new map I was planning and just put in the new enemy/TF/ending CGs and release it.

Question 1.5: The joke options about joke options

SteeringQ2

As if anyone would ever really want me to not put joke options in.

Question 2: What TF should be completed first in chapter 2?

SteeringQ3

Bunnygirls and Fungoids it is! Windthrall will come later, and the Trials of the Dragon/Trials of the Fox will have to come last. Oh how sad.

Question 3: Patron-Pal-TF-Choice!

So for those of you not in the know, I asked the patrons to pick a character and a form, and Chicken will draw it later on (probably September). Anything was valid, including characters and forms that technically don’t even exist yet!

SteeringQ41

Spin the damn wheel!

SteeringQ42

Some patron wanted a Latex Drone but didn’t know who? Okay. So the name of whatever character the next roll lands on gets droned.

SteeringQ43

So, Latex Jeanne will get concepted by Chicken and posted for all to see… sometime soon! Yay!

This might be a thing we do periodically going forward, based on artist time available. While all of these will eventually get concepted, it helps to break up the work patterns of the artists.

Public Feedback Poll

BiolabsQ1

As usual, a fairly good response from people already predisposed to like the game. That is fine, this question is only concerning if the results are really bad. Then something needs to change.

BiolabsQ2

I decided to go with a free-form response since there’s so much in the biolabs update.

There isn’t a particular pattern here, which is a good thing as it means the update had a little something for everyone (which was by design). I’m surprised by the synthwave answer because we don’t usually get musical responses. That’s why I made it free-form.

BiolabsQ3

The least-favourite thing question is also free-form, and that gives me a lot more to work with. To address some of them:
-The milking sequence is going to get images later, but they weren’t even concepted in time for the release.
-Enemies being too hard or too boring is going to get dealt with severely in the balance patch. I know they suck, but every time I want to improve them I start wanting to do it with tools I don’t have yet. We’ll just have to be patient.
-A lot of people disliked the plot beats but that’s because they hate the character behind it. Which is by design, mwehehehe.
-Christine getting bigger boobs from the machine would require a lot of asset redrawing -_-
Otherwise, we’ll work on improving what we got here. Chapter 5 won’t be done for a while yet, since there’s still more content to go.

BiolabsQ4

Agent Almond always wins!

But seriously, the board is pretty evenly distributed, which is good. That means I shouldn’t cut anything.

BiolabsQ5

Most people who investigated the ranch did it as Christine and Sophie, or both. Several did not know you could do it with 55, which means I need to make that more obvious. Perhaps the scene where the party splits and Christine speaks with Sophie could provide a prompt.

BiolabsQ6

2 people are okay with not having spidergirls. 12 are not okay with it.

Please direct all hate to Chickenwhite, whose idea this was.

Conclusion

The biolabs update was fairly well received but the combat sucked and the plot needs to be elaborated on a bit. Okay! On to the next part.

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Development Update: August 12th, 2019

Poll Results are Next Week

I will be calling a team meeting (if I can, Chicken and Koops have poor connectivity) so we can discuss the poll results. I’ll need to be updating the roadmap based on what the team thinks.

I can definitely say that Chapter 5’s completion is our first priority, since that both won pretty  handily and was already our target.

If you haven’t filled out the public survey yet, you should probably do that.

New Inventory and Equipment UIs

I’ve spent part of the past week working on an overhaul of the inventory and equipment screens. Take a look:

NewInventory

NewEquipScreen.png

NewGemsScreen.png

These should help make things a lot easier to keep track of. Equipment statistics are more visible and many more items can be displayed at once.

This is important because the Big Balance Patch is going to be adding a lot of new items and properties, so keeping track of everything should be as easy as possible.

I am currently most of the way through the vendor and gemcutter interfaces, which also have to be updated for the new system. The display is changing, but the backend won’t until the big balance patch comes out.

Dem Icons

Urimas is redoing the item icons for the 23×23 size. Since I’m finalizing this as the size from this point forward, we can get more item icons made. Each gem will have a unique sprite, there will be boots/gloves/viewfinders and much more on the way.

Everything Else

The artists are still on vacation for the immediate future. It’s all coding changes this week.

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Prototype 5-4f Experimental Release

Note: This is an experimental release

(Mediafire) (Mega.nz)

I re-did the loading system such that only chapter-specific assets get loaded. Therefore, please keep an eye out if you decide to play this version. If you see sprites or portraits did not load, let me know.

There are no content additions from 5-4e, and only one bugfix.

Programming Update

I enjoyed my “week off” last week (which wasn’t really a week off since I still re-did the loading system…) and am now going to be working on the next content patch.

Art Update

This begins the artist holiday. There won’t be much in terms of art progress for the month of August as Chicken and Koops are on vacation.

Polling?

Polling.

There is a public feedback survey here. I’ve decided to allow some open-question stuff this time because there’s just so much stuff in the biolabs. There will also be a 5$ patron-pal-poll on the patreon this week.

Other than that, it’s back to work for us.

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Prototype 5-4 Released to the Public!

That’s right suckers, here it is

Here’s a mediafire link, and here’s a Mega.nz link. Patches may come out if I made any mistakes (I did), in which case this post will be updated. Also, the downloads page always has the most recent version.

Special thanks to the efforts of Klaysee and Aaaac to make sure we got lots of bugtesting and suggestions and just generally being really helpful. Klaysee even made the biolabs map and hasn’t taken credit for it publicly.

In this prototype…

We have the biolabs segment of chapter 5’s story, which includes the raiju transformation, the raibies transformation, a rebel sidequest, a moth movie with a knife fight and aboat chase, some frozen pipes and amphibians, milking machines, dumb jokes, and character development. There’s also some metaphysics in there if you look.

Previous Saves?

Your previous savefiles will work in the new version. Just import them to the new folder (do not install the new version over the old one because Windows frequently fails to overwrite files correctly). In case you don’t have any but want to jump right to the biolabs, some savefiles have been provided courtest of Good People Who Do Good Things Klaysee and Aaaac. What heroes they are.

So what’s next?

The month of August is going to spent dealing with any remaining high-priority bugs that come up, but mostly it’s straight on to finishing up chapter 5’s main story.

Our current objective is the next prototype (which will finish chapter 5’s main story) in October. This is a month longer than normal because Chicken and Koops are on vacation for most of August.

I want to give you my money so I can play with the debug menu.

A post will be up shortly on the patreon page detailing how to use the debug menu. The password is not changed from previous versions if you were previously a patron.

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Development Update: July 22nd, 2019

Prototype 5-4d has been released for patrons!

Yep, it’s on the chapter 5 downloads page as usual. A changelog is at the bottom of this post.

Prototype 5-4 becomes public on the 28th of July!

So if you’re unable to afford the 1$ patron bar (the economy sucks, I know) then you can play the game anyway! Hooray!

Programming Stuff

Phew! I have a few more dialogues to write, and then all the high-priority bugs are dealt with! After that I’ll start chunking off some of the improvements and lower-priority bugs. I’ll try to get as much done as I can before the public release and then it’s on to the next content patch. Probably.

A roadmap of objectives will be getting published later to show what our goals are.

Artistic Stuff

Chickenwhite has been throwing around some designs for a character you won’t see until goddamn Chapter 6. Artists are scatterbrains.

Otherwise, Hund is inking and Urimas is spriting. Apparently they are also playing Monster Hunter or something. Artists are weirdos.

DrDiss has got us some new boss music and new waltz music for the Sunrise Gala! I didn’t have time to cue it for this release but patrons get to hear the new boss music. It will be in next week’s public release.

Boring Changelog

  • Fixed damage computation for Implosion Grenade being incorrect.
  • Made info boxes smaller to make them more legible.
  • Info boxes now show symbols instead of words to make them easier to read.
  • Info boxes now stack vertically to handle very large enemy groups.
  • Enemy HP/Info bars are now centered.
  • Combat text now centers correctly.
  • Downed party members are now removed from the turn order list.
  • Can now enter the Amphibian Center’s secret room when not in a movie.
  • Added treasure to the biolabs!
  • Added enemies to Aquatic Genetics.
  • Added a vendor to the Raiju Ranch who will buy your crap.
  • Added a gemcutter to the Raiju Ranch.
  • Overhauled the Datacore exterior segment with a new building and a shortcut elevator once you have the keycard.

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Development Update: July 15th, 2019

Prototype 5-4c has been released to patrons

As usual, you can get it on the Chapter 5 Downloads Page. A patron-post will give some details on the new stuff.

July 2019 Budget Report

It’s about damn time.

Sorry this one took so long. I just kept forgetting and/or getting called into work and saying “I’ll do it next week”. And now it’s July.

Fan Art! FAN ART!!! FAN!!! ART!!!!!

Christine_Harpy.png

It’s Christine as a Harpy! Drawn by Goop Sinpai, who sure is prolific. Go check out her DA.

And if any of you want to make fan art you better believe I will post it, I love me some fan art.

Coding

Nose to the grindstone. I’ve got (most) of the major bugs dealt with and will be adding treasure and abilities to the Biolabs next. That means 5-4d will be a content update!

Artistic Chicanery

Chickenwhite has finished all of the emotes except for Electrosprite Christine, which we hope to have finished soon. Stinkehund is inking them as always.

Recent Artist Addition Koops is working on her first CG image to go in chapter 5. Urimas is making sprites and tiles because that’s what he always does, we can’t stop him. Nobody can stop him.

Musical Chicanery

DrDiss gave us a new boss theme, and patrons get to hear it next week! Hooray!

There’s now just one musical theme left to be replaced before we’re 100% ready for prime time. Go get ’em, doc.

Prototype 5-3c Changelog

It’s boring but read it.

  • Fixed spotting-circles not appearing in areas using the lighting shader.
  • If an enemy leader dies, the following entities will now correctly show their viewcones.
  • Enemies will now always report their stun thresholds instead of waiting to accrue some stun damage.
  • Enemies will show how long until their stun threshold resets, next to the resist value.
  • Added a case for the Electrosprite subquest where the player magically knows commands they really shouldn’t.
  • Fixed collisions around the Biological Services building.
  • Fixed lighting issues in the Biolab Datacore exterior.
  • Added some rebel symbols to both Cryogenics and the Genetics labs.
  • Fixed Catalysts causing Christine to revert to human if picked up in the wrong form.
  • Added blockers so you can’t go running off to do sidequests without dropping Sophie off first.
  • Fixed not being able to use the underwater elevator as a Latex Drone.
  • Fixed SX-399 appearing during the Raibie-Christine quest defeat sequence even when she was never recruited.
  • Fixed characters not having their special frames after exiting the Raiju Ranch.
  • Improved map handling. Fading is faster, allows zooming in/out, controls are more responsive.
  • Added map for the Biolabs.
  • Being very close to a northern wall no longer makes you invisible to enemies.
  • Added 55’s Implosion Grenade skill, which you can acquire in the LRT facility’s armory.
    If you already got the skill in a previous prototype, visit a Work Terminal and there will be a command to unlock it.
  • There is now a Work Terminal at the Raiju Ranch near the athletics track.
  • Added a special “Disable Perlin Noise” engine option to help some users with program instability.

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