Dr Dissonance The Music Maker

What follows is a guest post by Musician/Unlicensed Surgeon, DrDissonance. First, the project update:

I’ve resumed work on the next part of scenario content. I have a big long bug list but I want to keep content updates rolling out. The 5$ patron Slime Story is due out this week (most likely). Chickenwhite was sick and underwent surgery on Sunday, and should be back to work this week. Stinkehund hurt his shoulder (somehow) and is slowed on inking the Doll Manor images (hence why they were in lineart for this prototype). Koops is going to be making more Doll Manor images soon.

There is also a 5$ patron poll today. Go here to do that.

Everything below this point was written by someone with a PhD in Dissonance.

Hey there! The name’s DrDiss, and I created the music for Pandemonium. Salty asked me to write a post about what I did, so here I am before you.

Pandemonium was an interesting project. Mainly because of how diverse the world is. I can’t think of many games that need country-style farm and eldritch horror music in the same soundtrack. This huge diversity was a challenge I faced head on.

When writing music, I usually follow a process I’ve grown accustomed to in the decade I’ve been composing. I could talk hours about it, but I don’t know if this post’s word count could handle all that splurging. So, here is a watered-down version of my process.

Step 1: Gather information

Whenever you start a new project, you start by figuring out the exact tone and feeling the music needs to evoke. Your ideas might not initially align with the world, and you won’t know that until you gather info. What better place to learn about a world than from the people who created it? I began by talking to various team members. Chicken in particular was more than eager to tell me everything about the world of Pandemonium.

Turns out Sophie wasn’t the death metal loving renegade I was hoping for.
[She totally is. Everyone is. -Salty]

Step 2: Sketch

Now that the world was clear to me, I started by sketching out ideas. This usually just involves mucking around in my music software until something sounds good.

For people interested, my Digital Audio Workstation (DAW) is Cubase. I’ve amassed an impressive (and slightly insane) number of samples and libraries to use for any occasion. I’m a big fan of the Berlin series by Orchestral Tools, SonicCouture’s various weird instruments and any library by Output. As for special effects, a solid reverb and mastering package is a must. For reference, I use EW Spaces 2 for reverb, and Ozone for mastering.

LibrariesScreenshot

Here’s a nice screenshot. I guess these would be my audio ‘waifus’.

Anyway, back on to the music. Rather than focus on chords or melody, as many online tutorials suggest, I focus on the sound world. I’ll use three themes as examples.

For Christine’s battle theme, it needed to be energetic and futuristic. It was formed once I created the starting sound of an arpeggiated (individual notes of a chord played rapidly) synth and a throbbing bassline.

For Breanne’s theme, it needed to sound like you were home on the range. A simple guitar strum and drum beat was all that was needed to evoke the feeling of a hot day of honest work.

For Sophie’s theme, it needed to be sweet and romantic. I listened to a ton of my favourite piano works to get in the ‘mood’.

Step 3: Flesh Out

Once sketches became solid, I built on them. Expand on a synth arp, extend this chord progression, vary that melody, and so on.

Christine’s theme was built by creating a solid melody and building on the initial sound world through lighter, accompanying synths and strings.

Breanne’s theme needed more guitar strumming variations. A harmonica on the melody worked a treat too.

Sophie’s theme was a tough one to write. There’s a lot of emphasis these days put on the ‘emotional piano’ track of any RPG. It had to be perfect! I ended up writing 3 to 4 versions until I settled on the one you hear now. A melody full of rising/falling and tons of rubato (varying speeds)!

SophieThemeScreenshot.png

Another screenshot. So romantic.

Step 4: Glue it all together

By now, I have what feels like an actual track. I tend to ask for feedback at this point. Those people that know the world inside and out let me know if I’ve gone off the deep end.

Using that feedback, I spend ages combing through a track, mixing things to perfection. This is the part where I stare at the screen for hours on end, only to change one teeny-tiny thing. ART!

Step 5: Pretend I know what I’m doing

Finally, I render the track and do some mastering. This usually involves a preset in Ozone. One click, and I’m done. Then I tell everyone I spent forever getting that sweet spot of sound sexiness, and that mastering requires years of training and experience.

Everyone does it, trust me.

After all that a soundtrack is born.

Of course, this is just a small glimpse into what I do. I barely mentioned some of the sound building done for the horror tracks (listen for the heart monitor sounds when in Serenity Crater) or how I replayed through Metroid Prime as ‘research’.

That last one may have just been an excuse.

[Because you need an excuse to replay Metroid Prime? -Salty]

Regardless, I hope it provides a small idea into what went into creating the soundtrack.

As a bonus, I’ve provided the MIDI file of Sophie’s theme for fellow musicians to take a look at. Please ignore the parts impossible for mortal hands. If you want to play it yourself, just cut out a few of the middle notes, you’ll be fine.

[Click here to download it, suckers! -Salty]

Development Update: November 5th, 2018

So before we go any further, Doll Manor will go out to 5$ patrons on Wednesday, along with Mario’s first Pandemonium story, “A Handy Situation”.

I have some more things to do on Doll Manor before it’s ready for its first prototype. It’s bugfixes to the scenario there to make sure all the obvious ways to break it are handled. The non-obvious ways will remain until you guys start reporting them.

Programming Stuff

Bugs bugs bugs. We’ve already put out a couple new versions of the prototype, which can be found on the Prototype 5 downloads page if you’re a patron. I intend to spend the next week just fixing all the bugs that have built up, and after that, on to the content additions.

Art and Whatnot

New tiles are rolling in from Urimas. Stinkehund has some full-screen CG images he’s working on, which you’ll see later in Chapter 5’s development. We also have some nice bonuses from Koops this week.

There were five dolls in Chambers of Pandemonium: Dancer, Geisha, Goth, Bride, Princess. I wanted to have six (since six is a bit of a thematic number in this game) so I asked Koops to come up with some new ones. Here are the ones that didn’t make the cut.

RejectedDollA

Blow-up Doll. Kind of an odd misinterpretation of the word doll.

RejectedDollC

Dough Babe. Actually a pretty cute design.

RejectedDollB

Dough Baby. Be very careful how you word things when asking for art concepts.

RejectedDollD

Okay now she’s just fucking with me.

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Development Update: Prototype 5-3 Released to Patrons!

That’s right, Prototype 5-3 is now going out to patrons! Check the Prototype 5 downloads page (or your patreon inbox if you haven’t done this before) to get it, and enjoy all the hard work.

If you’re not a Patron, now’s your chance! The prototype will be released to the public on November 31st, 2018.

Note for OSX Users: Due to the recent release of Mojave, the XCode toolchain is borked and attempting to fix it tells me the software is not available on the Apple servers. It’s probably a small fix, but for the time being I don’t have an OSX release. I will patch one and release it as soon as I figure out what’s wrong. I am not the only one having this problem either, so hopefully someone else figures out a workaround that doesn’t involve Apple’s poor third-party support.

Note for Linux Users: The version provided has an executable, PandemoniumLinux, which should run. This is a 64-bit executable and will probably not work on 32-bit systems.
You can also try building it yourself, here’s a guide!

If you’re a Linux user and cannot run the executable straight out, try running it via the console:
1: Open a console, navigate to your Pandemonium install
2: type “./PandemoniumLinux” to run the program.
3: If you’re a more experience Linux developer, please let me know how I can fix this in the future so it runs with a double-click. I’m not an expert on this stuff.

As per usual, please SPOILER your bug reports on the forums. We also now have a public-visibility bug tracker on Trello. You can also join the Discord to give feedback and receive help quicker, the regulars will probably set you straight.

Other Stuff

DrDissonance has completed what I needed of the soundtrack, and it will be patched into the next non-bugfix release of Prototype 5-3. We will also be featuring a guest-post by him later (next week?) about his development process.

 

 

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Development Update: October 22nd, 2018

Programming Stuff

I have nine days to code a bunch of variations on boss battles and a few cutscenes. I also have several other minor updates and bugfixes I want to get in. I wonder if nine days will be enough.

FIND OUT.

Artistic Stuff

The requisite concept art was pretty low for this release. Chicken thinks she can get two more transformations arted, those being Steam Droid and Darkmatter. Urimas has a few more sprites to make, otherwise we’re good to go.

Release Date

I’ll be releasing the prototype on the 31st in the most spooky manner possible: By just sort of releasing it. Mundane, and therefore terrifying!

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Development Update: October 15th, 2018

Budget Stuff

The October budget report is up for anyone who finds themselves curious about what I spend your money on. Hint: Art.

Programming Stuff

I am working my way towards the grand finale. I didn’t get everything I wanted into this prototype, but I got enough done to keep you busy until the rest comes out.

There’s going to be some tactical espionage action in this update. Which is to say, there’s a little combat, but it’s mostly talking and examining stuff. Different from the usual Pandemonium fare. This is possibly to make up for the fact that the part after the Gala is heavily combat oriented.

Artistic Exercises

Chickenwhite has finished the design for Raiju Christine, and patrons get to see her today! Hund has completed all his tasks for this prototype. Urimas is working on a few upgrades but is otherwise almost done. It’s all down to me.

The bad news is that Koops is unlikely to finish all her assigned art for the prototype. I will still be releasing an early version of Doll Manor to patrons, but the art will have a bunch of placeholders (stolen from Chambers of Pandemonium!) in it.

Everything Else

MarioneTTe has finished the slime story (pending edits) and will be working on the cultist story next. He also wants to finish the next story (possibly bee?) before we open it up to patrons for voting, which will take place in early November.

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Development Update: October Oct, 20Octeen

There’s more than the usual number of 8’s in the date, so I can’t w8.

It is also Canadian Thanksgiving today, which means nothing to a lonely person like me.

The Let’s Play

So I tricked the sucker artists into doing a 2-hour Let’s Play of Chapter 1. They did this a while ago but I forgot to mention it last week.

If you want to listen to Koops, Chickenwhite, and Stinkehund both play the game and talk about some of the artistic decisions behind it, as well as listen to Koops try to voice act some of the lines, here you go:

Content Warning: Extremely German.

The Coding

I wrote the same cutscene 16 times.

No really, 16 times. This is because the next section of the story is a point-of-no-return sequence and it takes place at about the halfway point of Chapter 5. Which means that what you’ve seen so far is about half of Chapter 5’s story content.

After this point in the story, the sidequests you did in the first part start to affect the main story more heavily. And because there are four major subsections (Equinox, Electrosprites, Serenity, and Tellurium Mines), there are therefore 16 combinations. Each of them is unique, some have more in common with others, and the last one is totally different than all that came before it.

I’m now working on the maps I’ll need for this section, and then all the NPCs and scripting and whatnot. My objective for Prototype 5-3 was to have the next two areas completed, and I will probably start on getting the third area done but dummy it out for the prototype. I will spend the back half of the month testing and fixing bugs.

The Art

Chicken is back to full production after her illness. Stinkehund has completed all of the re-inking, though it will be some time before we get around to normalizing the shading. I’m psyched. Urimas is currently getting me sprites for the upcoming Sunrise Gala.

The Music

DrDissonance has completed prototypes of all the music, and is putting finishing touches on it. It will definitely be completed for Prototype 5-3.

The Stories

MarioneTTe has written most of the slime-based story that is planned for October and has started planning for the other story, which I am informed will feature cultists. But, like, sexy cultists. Probably.
Suffice is to say that the canon between the stories and the game will not align 100%, since the two mediums are not the same and tell stories differently. Consider it to be an adaptation.

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Development Update: October 1st, 2018

Programming Stuff

The Linux Build has been completed! That’s right, I spent some time installing Linux Mint, and then built Pandemonium on Linux. Thus Prototype 5-3 will have a Linux build when it comes out.

Not only that, I wrote a guide on how to compile it on your own Linux distribution in case yours can’t handle it. This will be released alongside Prototype 5-3.

Otherwise I’ve been writing cutscenes and dialogue.

But Wait, There’s More!

Another announcement this week is that you will be able to keep and use the Zom-forms! Right now this only refers to the Zombee form from Chapter 1. This likely won’t make it into Prototype 5-3 since it will require a lot of extra coding and I don’t know if I’ll have time for it considering how far I have to go, but if I have a few days towards the end I’ll try to cram it in.

Essentially, the Zombee form acts as a super-form usable during combat. Character damage increases by 100% and damage taken decreases by 25% for 3 turns when activated, and the form has a 10-kill cooldown (all number subject to change). But, using this form causes Mei to start to hear… voices… and new cutscenes and dialogue options may present themselves.

But Wait, There’s More!

Because I spent several days last week working on contract, Pairanormal is almost ready for release barring a bit of testing. Well, I’m going to try to get a free copy for all patrons to be released whenever Chic allows it. It’s not a transformation game but I did build the whole thing so that has to count for something.

But Wait, There’s More!

Are you a 5$ Patron? Well, notable editor and madman MarioneTTe has volunteered to write some transformation fiction which will be available for download! The stories are going to be published on Amazon for e-readers and will be purchased for a couple bucks each, while 5$ patrons for a given month receive free copies. MarioneTTe receives 50% of the proceeds while the other 50% go to the team’s development budget.

This is intended to be a proof-of-concept project. MarioneTTe wants to get back into writing smut and I’ve been trying to get him to write transformation smut for a while, so this is a nice way to get you guys even more content. If there’s enough interest this will continue into the future.

The first story has already reached draft phase and stars Mei and a voluptuous slime girl. We’re still researching the specifics on how to deploy this work so stay tuned.

But Wait, There’s More!

Actually there isn’t more. DrDiss sent us a new version of the boss theme, Chicken made some dresses, Urimas made some sprites, and Hund finalized the dialogue emotions with inking and shading.

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Development Update: September 24th, 2018

Programming Stuff

This week, I got some contract work for the Pairanormal project. The proceeds from this project should basically pay for the upcoming soundtrack, meaning that work I do on it technically counts as Pandemonium work. Sort of.

On a different note, I’m partway through the cutscenes for the next segment, but there’s lots to go. The segment of Chapter 5 after the LRT has some cutscenes, character building, and a brief combat section. I expect I’ll be done the contract work later this week (probably Wednesday) and then I’ll be trying to clear the cutscene work and get to the combat section by the end of the week.

Artistry

Artist Chickenwhite has gotten us the dress designs we CRAVE and will be getting us the special designs, as well as Raiju Christine, this week. The basic dialogue emotion work is complete, and I’m going to be sending her onto as much TF-sequence work afterwards as we can get done in October.

Hund believes he can get all the ink reworks done by the end of October and I think he’s got what it takes. Patrons have already seen how much better they look, it’s astounding. Last count he said there were 15 to go.

Urimas continues to exist. Spritework is up to date.

DrDiss has sent me a second batch of music for Sophie’s themes and a boss theme. It’s good stuff and I honestly don’t know if it will be ready for 5-3, but here’s hoping.

Other

There will be a relatively big announcement next week, which I would announce right now but I’m currently talking the specifics out with the team. Folks on the Discord have already heard the preliminary bits. Stay tuned!

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Development Update: September 17th, 2018

Programming Stuff

Not much fun stuff to report this week, since it’s all “Wrote a disgusting amount of dialogue and examination text.” As in, over 1000 lines of the stuff. It’s huge and it’s mentally draining, but it’s in and I’m proud of most of it.

Art Stuff

Very good news on the art front: The extra work that artist Chickenwhite was being forced to do is now over’d. No more of that. Back to real work (drawing monster girls).

Stinkehund has about 15 re-inks to go before he’s caught up, and I’ve sent him some more map work to do. Urimas has completed all the needed tiles and is going to move on to the Christine sprites and some other miscellaneous sprites.

DrDiss has been improving his craft and Serenity Crater now sounds really spooky. He’s having way too much fun with creepy themes.

All in all, this week is a “We’re just making the game” week. Nothing amazing to report.

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Development Update: September 10th, 2018

Programming Stuff

Good news: The electrosprite sidequest is now completed (barring a few lingering spelling errors) and has passed its first round of tests.

I am honestly not 100% satisfied with it, I think the quest needs more ‘meat’, but this will suffice for Prototype 5-3. Presently, there is one ‘level’ to the Text Adventure, and upon completing it, the sidequest is basically over. Short and sweet. I intend to add one or possibly two additional levels to make the quest flow a bit better, but that will have to be post 5-3 and based on player feedback.

Otherwise I am now working on the next area of the main quest. However, I doubt we’re going to make the September deadline for Prototype 5-3 because of art stuff.

Art Stuff

So we have bad news on two fronts. First, concept artist Koops badly burned her hand and has lost several art days as a result. I expect a full recovery soon enough, but that puts us behind schedule.

Second, artist Chickenwhite both suffered from wisdom tooth removal, putting her in a lot of pain until she got them pulled yesterday, and had to deal with problems with her employment. Let’s just say her employers had effectively quadrupled her workload and she’s only been doing art on the weekends. This is expected to end in the next week, but once again, our art is way behind where we had expected.

On the bright side, Stinkehund estimates he will have all the extra inkwork done by the end of September and will be able to finish all the maps we need for Chapter 5 as well.

Urimas, as per usual, is just doing tiles and sprites. He, somehow, is always on the ball.

DrDissonance is making music because that’s his job.

Because of the problems with the art, I am tentatively moving Prototype 5-3 back to October. This gives me some extra time to polish up the scenario work or to do extra testing, so it’s not all bad, but I’m still not happy with the delays.

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