Development Update: December 18th, 2017

So, yes, it’s mid-December and that means The Holidays are upon us. There probably won’t be an update next week because

Well, this week I’ve done work on the big distinction between Chapter 5 and the other chapters: Other modes of play. See, Chapter 1 did all the heavy lifting for Pandemonium. It introduced the setting, characters, conflict, and mechanics of the game. I could probably make all the other chapters using just those elements and produce a good game. You’d play it.

But since I’m not a hack, Chapter 5 has major differences. There is a much slower section where the focus of the gameplay shifts a great deal. In short, there are minigames. Three of them. There are also repeatable subquests and sort-of minigames such as Raiju Roundup.

The first two minigames are actually already completed, or rather, their baseline is completed and I need to polish them up and make levels for the ones that need them. The third minigame will be in development in what spare time I can find this week.

So what are the minigames? Well I won’t be releasing that information quite yet. In January, Patrons will find out. The rest of you will have to wait until the public releases come out.

In other news, development is still going on. I have completed the frame for the second area of the chapter and will be stitching things together once I’m done the minigame work. I’ve also sent off the scenario stuff to my editor so he can clean it up, because I loathe the first drafts of my own writing.

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Development Update: December 11th, 2017

This week, I completed the baseline scenario work for the first section of Chapter 5. There are approximately 6 major sections, so the chapter is now about 1/6th complete. Handy.

I have not started work on balancing the chapter, abilities, enemies, or anything like that. Instead I’m going to finish the scenario work for the whole thing and then go back and place enemies and items. This is a departure from the development technique I used for Chapter 1, so we’ll see if this winds up being better or worse.

Development Update: December 4th, 2017

The Lighting Engine

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So here’s a screenshot showing off a bit of the lighting engine. I wound up having to do this using shaders, because doing it with additive blending proved very restrictive. Shaders should hopefully be compatible with everyone’s machines going forward, as I didn’t do anything particularly complex with them.

The lighting system uses simple distance computations with an attenuation function. It supports colored lighting and the lights can be modified via scripts, meaning there will be light-based puzzles later on. Lights can also move to follow a source, so Christine will be getting a lantern at one point.

Lighting allows me to focus your eye on certain points on the screen, and allows for ambushes and an increase in tension. Enemies can see just fine in the dark, but you can’t see their vision cones until you’re practically on top of them.

Other Updates

Urimas has gotten me most of the tiles I need for the cryogenics facility and surrounding areas. Chicken continues to be sick, but has completed half of the basic design work for the chapter. None of the named characters have been concepted yet. Hund has been keeping up with inking.

Me? Scriptwork. I’ve completed most of the maps for the first part of the chapter, and now I’m going to be writing the scenario scripts, adding enemies, and balancing the whole thing.

Development Update: November 27th, 2017

Right, another short update this week. I’ve spent most of the past week working on other projects (I happen to be the lead coder for two other projects in addition to Pandemonium) but that’s all finished up now and it’s back to work.

Next week I’ll be showing off some of the new gameplay features of Chapter 5. Each chapter is going to have gameplay mechanics introduced, and Chapter 5 has a lighting engine and electricity puzzles (the puzzles may get their own post at some point).

Development Update: November 20th, 2017

Not much to say this week. As you might expect, starting out a new chapter means you’re short on things to show off.

Urimas has completed the initial spritework for Chris and Christine, as well as getting me a lot of tiles I’ll be needing for the Cryogenics Facility. Chicken has got us a concept out for one of the enemies and Hund is inking stuff. I’ve mapped out most of the first part of Chapter 5 but haven’t put it together or started all the scripting work.

And The Results Are In

All right, we put up the info and the Patrons have voted. Now we know what we’re going to be working on for the next few months. Let’s get to the results.

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God damn it.

So we somehow wound up with a tie for first place. I then proceeded to do what every project lead does when there’s a tie and flip a coin. It was tails. Christine wins. Congratulations, Christine.

The next chapter of Pandemonium: The Adventure will be Chapter 5!

NextChapterResult1

What the hell is wrong with you people?

Why can’t you just give me a straight answer here? Why does everything have to be a tie? So I flipped another coin. Goat wins. Sanya’s beloved pet is Zeke the Goat.

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Okay, so here we got a straight answer. When Chapter 2 begins development, Raptor and Snow Bunny girl will definitely be on the list, with Penguin as a ‘possible’ if we have spare time.

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Diving Spiders really stole the lead on Chapter 3. It’s a very big chapter, so I don’t know how many extra monsters will make it in. I’ll leave it to Chicken’s discretion if we have spare time.

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No surprise here, Lamia swept this one. I was kind of surprised to see Fennec Fox take second though.

And, well, you know.

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So, looks like Dark Matter Girl and Eldritch Dream Girl are a 100% lock. I think Steam Droid will make it in as well, as Chapter 5 had the fewest required monsters. Unagi may or may not, as they perform the same role as the Raiju does, but it sure would be cool to have some swimming through coolant tanks or something.

So, development of Chapter 5 begins immediately. I will be sending off assignments to the artists post-haste and will be getting to work on the mapping and scriptwork ASAP.

 

Patreon Democracy Update

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That’s right, the time has come to select the next chapter to undergo development. If you’re a 5$ patron or higher, go here and fill out the survey. The poll closes next week, at which point I will release the results and the team will begin working on whichever chapter won.

The bug reports from Chapter 1 have largely slowed down, so I’ll be doing some promotion work this week. If you have any bug reports in v1.03, please let me know on the forums.

Chicken, Urimas, and I also have a secret bit of bonus content, but it’s still under development. Expect more on that as it comes closer to fruition.

Pandemonium v1.03 Released

Today, we have a bugfix release. Click here to get it, or check out the downloads page.

There may or may not be another round of bugfixes next week, depending on if there are any bugs remaining in 1.03. Otherwise, it’s straight onto development of the next chapter.

Speaking of, Chickenwhite is currently finishing up the character redesign work. I will be releasing that as soon as it’s done. We will be doing a Patron Poll next Monday to vote on the next chapter. 5/10 dollar patrons get to vote, so if you’re considering it, this is your last chance as Patreon will begin charging on November 1st.

Huge thanks to all the forumcreatures who posted bug reports and suggestions. A full changelog is below the break.

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Continue reading “Pandemonium v1.03 Released”

Pandemonium: The Adventure v1.00 Release

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UPDATE: Version 1.02 has been released with several bugfixes. Download it here. If your savefiles were corrupted in v1.00, this version should be able to load them safely. Should be.

That’s right, Pandemonium v1.00 is now available to the public! A huge thanks to the many patrons and associates who tested and provided suggestions for this version. It’s considerably better than I had ever expected, and it’s all thanks to you! If you’re not a patron, then you totally should be!

Click here to download it (Mac and Windows), or head to the downloads page if you’re weird like that. (OSX users: This page may provide help if you’re having difficulty running the game.)

With this we will now be working on dealing with any remaining bugs or oversights that come up. Despite all the testing, there are only about 20 people doing it. It’s likely that some errors slipped through, so report them using the forum if you spot one.

Chickenwhite will now be working on finishing the remaining two character redesigns, at which point we will have a Patron Poll to vote on which chapter to do next. That will likely be at the start of November. After that, we start making that chapter, obviously!

Fun statistics: The total development time for all of Chapter 1, including engine and scripting work, is just under 7 months (closer to 6, but all the suggestions and improvements pushed it to 7). I expect future chapters will be of similar development length, though it’s because the chapters get longer and more involved as the game goes on. Since the engine work is done, the two should balance out.

If you are a patron: Please see the Patreon for information on accessing debug mode. Normal users – consider sending the team a dollar a month to access debug mode! It helps support the game’s development and tells the world you love this game.

Full changelog between Prototype 2 and v1.00 is below. It’s a doozy.

Continue reading “Pandemonium: The Adventure v1.00 Release”

Development Update: October 9, 2017

The Home Stretch

We’re almost done over here. I’ve made a number of changes from Prototype 3f, including getting the LOS raytracer in. Now enemies won’t be able to see you through walls!

I’ve updated the screenshot page to show people who didn’t get to play Prototype 3 just what the game looks like.

I expect that Chapter 1 should be completed by next week. If not, then definitely the week after. We pretty much have to color several more images and it’s ready to go.

I did just receive some suggestions from a forumgoer (you know who you are) and will have them implemented by the time Chapter 1 comes out.

Get psyched!