Pandemonium Adventure Release 20170403 Release!

Comrades, head over to the downloads page to get this release! Or just click here (Windows) (Mac)!

Right, before we go any further, here are the objectives of this release:

  • Balance feedback. I need to know what you think of the combat. Is it too difficult? Were you able to understand how it works? Does it take too long? Are the XP rewards too low relative to the benefits of levelling up?
  • Writing feedback. Do the cutscenes feel natural and make sense? Does the conversation topic system (Only Rochea has one right now. Talk to her again after being transformed into an Alraune) make sense and feel natural?
  • Artistic feedback. Bear in mind that most of the art in this version is placeholders. The Alraune, Bee, Cultist, and Slime are the finalized copies, but everything else is pending. Do you like this style? How can it be improved?
  • Map design feedback. Do the map layouts make sense? Do they funnel you in the right or wrong direction? Too many enemies, too few?
    Currently, a lot of the maps are in placeholder states. Trannadar Trading Post is currently not implemented, and Breanne’s Pit Stop has a placeholder NPC.
  • UI feedback. The UI is a placeholder at the moment, but do you like the layout?
  • Bugs. If you see a bug, report it!

All feedback should be put on the TFGS forums if possible. You can also use the comments here or on the patreon and I will see it.

Known Bugs

Currently, the SDL version cannot read file paths for saves. This is due to a bug in Boost and I need to completely replace Boost for the SDL version. This also applies to the Mac version (since it uses SDL). The Pandemonium.exe on windows does not have this issue.

Maps that have incomplete exits will have black borders on their edges to prevent you from walking out of the map. You know, in case you were wondering what those were.

Did you like this? Back us on Patreon! I need the dosh to pay the artists…

Development Update: March 27th, 2017

If everything goes well, the Adventure Mode Prototype Release 1 will be coming out next Monday.

This is contingent on me getting a few code things handled. We’ll be using whatever art is available, and filling in the parts over time. Remember, this is a bug-and-feedback release, much of Chapter 1’s content is either not present or dummied out since it’s incomplete. I’ll be looking to see how everyone likes the combat system, art style, gameplay, and so on.

I’m thinking putting together a prototype survey might be in order for the 2nd or 3rd release, depending on feedback. I don’t prefer doing surveys since they tend to constrain the valid answers, but most people don’t write long-form feedback so we make do with what we have.

Chapter 1’s development is proceeding quite well. I’ve grabbed some music and SFX from opengameart.org (if you’re making an indie game, go there. It’s the best damn site ever!), did a bunch of editing to make them fit, and did some programming tricks to make the battle sequences look nice even with their terrible, terrible UI.

I’ve also completed writing for the first three transformation scenes and will be putting them in the game this week. Sit tight, Adventure is on its way!

Development Update: March 20th, 2017

Comrades! This week, I’ve completed the first cutscene and worked out the various bugs that come with doing cutscenes. I’ve also got a lot of the placeholder work in and have asked the artists to get me flat-colored images until Rune can finish up the to-do list.

It is my objective to have the first prototype released in March, but it might wind up being early April as I don’t want to knowingly release something that is broken.

Here’s what will be featured in the first prototype release:

  1. Slimes
  2. Bees
  3. Alraunes
  4. Cultists
  5. Defeat scenes for all of the above
  6. Mei’s Slime form, Bee form, and Alraune form.
  7. Combat
  8. Level-up UI
  9. Possibly Saving and Loading

I think this will be enough to start getting bug-test feedback and such going, as well as whet your collective appetites.

Have a screenshot of some of the placeholder graphics.

Scout

Development Update: March 13th, 2017

Salty here. Didn’t get quite as much as I wanted done this week, as I had some contract work that took priority. That’s all handled and sent off now.

For coding, I’ve completed the combat interface as far as I wanted it, including the victory screen. I’m now working on the level-up interface, which takes inspiration from other RPGs to provide a system that’s fun, deep, and not intrusive. Because, let’s face it, you’re not here for the mechanics, but you’d notice if they were absent.

We also have some public art posted on the Patreon – the slime girl! This is the sketched copy provided by Chickenwhite, it is currently inked and waiting for Rune to color it.

We are now most of the way through the primary concepts of the characters for Chapter 1. Werecat and Rilmani still need sketching and a lot of coloring needs to be done. I’m not quite ready to begin scripting work, but that should begin fairly soon.

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Development Update: March 6th, 2017

Progress

Salty here. This week, we conducted a poll of Patrons to see what monsters they wanted in Chapter 1, since we had some slots open. The results can be found here.

The monster list for Chapter 1 is currently: Alraune, Bee, Cultist, Slime, Werecat, Maid Clone, and Rilmani.

In other news, the emotions page for Mei’s dialogue has been sketched and inked. I’ve completed most of the combat handling for now, I still have to finish up multiple attacks per turn, retreating, and item usage.

Here’s a list of things that the engine needs to complete before a prototype can be put forward: Retreating, Multiple attacks per turn, Item Usage, Experience/Cash handling, Saving/Loading, testing cliffs, per-topic dialogue handling.

I expect the first prototype will be sent out sometime in mid-to-late March. It’ll likely be a fully public release since we don’t have a lot of patrons and I’ll need more testers than that.

Budget

I’ve compiled the budget information for January and February into a pdf for everyone (patron or not) to view. That’s right, unlike most producers you can see where the cash actually goes.

I won’t include specifics on exactly what the artists made until the chapter it is in has been completed, just because I don’t want to confuse people when we revisit pieces or redo old work. It’s part of the development process. If you would like to see an in-depth report, I can provide one – just ask!

Special shout-out: Kasumi Takanawa, our first 10$ credits patron.

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Development Update: February 27th, 2017

Salty here. This week, we’ve got some progress on maps and I’ve got most of the prototype UI for Adventure Mode’s combat in place. It’s not functional yet in all respects, but it looks a lot better than it did before. Expect screenshots next week!

On the art front, Rune is behind on his coloring work due to midterms, but sketch and ink work is proceeding as expected. We currently need four more species completed before we start working on the transformations of Mei.

For Patrons, this week we’re conducting our first-ever Pericles-Pal Vote-stravaganza! That’s right, Patrons get to vote on which monster species will be included in Chapter 1 of Adventure Mode. If you want to get in on the action, click here and bring 5 bucks (since only 5$ or higher patrons get to vote).

There may also be a bugfix version released later this week. I’m currently waiting on the person who is having the bug to report if the version I sent him is fixed. If it is, 2.00c will be released with that fix incorporated.

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HoP: Remastered 200b

Comrades! This week we have a small update to Corrupter Mode, adding a few spells to the Golem and weapon durability. Head to the downloads page!

In Corrupter Mode, weapons will now last 15 swings before they break. Humans will need to seek out new weapons as they battle your army of monsters. Golems can use their Shock spell to damage those weapons, and their Reverse Polarity spell to booby-trap a weapon and make it deal considerably less damage and break earlier.

For Adventure Mode, I’ve completed cutscene work and added some basic enemy encounter capability. Patrons will be getting a prototype release sometime fairly soon, once I’ve redone the combat UI (it’s currently a text-only placeholder), added saving/loading, added enemy respawning, fixed the remaining incomplete UI parts… okay maybe not that soon.

As always, I’m open to suggestions for Corrupter Mode additions. If I don’t get any more bug reports for it, I’ll work on migrating it into 3D mode sooner or later.

Currently, Adventure Mode’s first prototype release will come out sometime in mid-March for the public. How long it will take before it is completed is unknown, we have a lot of art to go. I’ve got my artists working on it, and they do good work. Patrons get to see their art sooner, so sign up today! Or, you know, don’t.

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Development Update: February 13th, 2017

Salty here. I spent the previous week house-sitting for some vacationers, so while I got a lot done on Adventure Mode, I’m still behind (working with an unfamiliar keyboard in a chair that hurts my back is not a recipe for success). As such, the planned update to Corrupter Mode will be released next week.

The update will include some more Golem spells and a slight reworking of the mechanics to include weapon durability. Weapons will spawn more often, but they can break from use and humans are vulnerable if you can break their weapons. Of course, some spells will allow you to even trap weapons in this regard. Classic mode will be unaffected, of course.

On the Adventure Mode front, I’ve added room connectivity, a prototype combat system, doors, examinable objects, NPCs, and script-triggers for puzzle solving. I’ve also completed about half of the maps for Chapter 1, with the other half requiring a few more tiles from our tile artist before I can get to them.

For patrons, you can see the process videos of the artists sketching, inking, and coloring the bee girl, a new enemy who will be present in Chapter 1. Any patron can see the videos, and other character art will also be released to patrons before the mode releases.

At the current rate, I expect the mode will have its first prototype sometime in March for public consumption, though most of the art will likely not be finished.

Until next time!

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Development Update: February 6th, 2017

Salty here, a development update this week. I’ve been house-sitting this week so I haven’t gotten as much done as I might like to.

Version 2.00a has gotten over 1500 downloads in its first week, which is better than expected! I’ve gotten some good suggestions on the forums and will be putting out a new update for Corrupter Mode probably next week.

A Patron-exclusive mini-update will be coming up this week as well to show off some of the new enemy art for Adventure Mode. If you want to see it you’ll need to become a patron, or wait until Adventure Mode’s first release comes out (ETA unknown). We’ve got the design work done for Adventure Mode and I’ve been working on the scaffolding for the combat system. It’s not much to look at yet, but at least it’ll be functional.

I’ve also been posting a series of Meet-the-Team posts on Patreon. You can find Chickenwhite’s here and Stinkehund’s here, with more to come for the other team members. These posts also show a bit of upcoming enemy concept art, so check them out!

As always, a huge thanks to our (currently) 10 backers for 31USD per month! The sprites for the game are currently being funded directly by your contributions. If you want to see this game continue, become a patron today!

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HoP:Remastered 2.00a And Patreon!

Salty here, we finally have version 2.00 ready for public consumption! You can click right here to head to the downloads page to get it, or get it below.

Windows (Mediafire)

OSX 10.12 Sierra (Bundled, Raw)

This week we’re also launching a sincere plea to fund development of Adventure Mode. That’s why I’m also launching a Patreon! Support the project!

All of the tier information on the Patreon will provide you extra goodies, like access to concept art, early builds, wallpapers, and the ability to vote on what content you want to see next.

Development is funded entirely by contributions. If the Patreon does well, I’ll be able to bring in more artists to help speed things up, and provide financial incentives to the current ones to really get their noses to the grindstone.

In the coming weeks, you’ll be seeing some “Meet the Team” posts, with a bit of biography, links, and some sample art they made in anticipation of the project. For now, check out one of our new concept sketches for Sanya, created by design artists Chickenwhite and Rune.

sanya_sketch_2

If you can’t support the project due to monetary constraints and/or you live in a dystopic cyberpunk future where supporting the arts is outlawed, tell your friends/corporate overlords! I’ll be doing the rounds on some of major forums where these sorts of games are popular, but every contribution helps.

Thanks for supporting Pandemonium through a full year, and here’s hoping that Adventure Mode is every bit as great as we all want it to be!

Boring Changelog

General Changes

  1. Fixed a crash where the entities pane was trying to reference the length of a string that didn’t exist. (Thanks, caeserofgaming!)
  2. Fixed the Darkslave mana trap not providing MP correctly. (Thanks, zigzagjacker and Sairus323!)
  3. Fixed some spells not actually subtracting MP because I was an idiot and left a debug flag on. (Thanks, zigzagjacker!)
  4. Fixed an error where traps were sometimes not detonating if the player was not there to witness it.
  5. Summoning minions now produces some noise.
  6. Removed Worthless Remedy from the consumables spawn list.
  7. Fixed a lua bug where humans changed their names by transforming into podlings.
  8. Added damage animations to 3D mode.
  9. Added a damage overlay to 3D mode, indicating when the player is struck.
  10. Fixed some of the portrait misalignments using the small UI in 3D mode.
  11. Modified 3D mode to have entities retain their position when other entities leave the room. New entities will fill in empty slots.
    There is currently a problem wherein more than 13 entities occupy a room at once leaving some invisible. I’ll think of something…
    This system may have bugs, so bug reports are appreciated.
  12. *Hopefully* fixed the black-characters bug on old graphics cards. Hopefully.
  13. Made Pixie’s Fairy Ring spell cheaper, and decreased the damage that polymorphed fairies deal. The effect also lasts 5-10 turns longer.
  14. Made polymorphed fairies have a special sequence when being transformed into full fairies (Thanks, Sairus323!)
  15. Fixed a display bug during the Fairy Ring sequence that caused AIs to not consume their turn when putting one on.

Corrupter Mode Additions

  1. Added Potion of Weakness to the Fairy’s spells. It is disguised as a health potion and causes humans to take damage when they drink it.
  2. Added Potion of Confusion to the Fariy’s spells. Same as potion of weakness, but saps WP and works on will potions.
  3. Added Worthless Remedy to the Fairy’s spells. Sabotages a remedy so it doesn’t actually do anything except waste a human’s turn and make them desperate.
  4. Added Sapper Runes to the Fairy’s spells. These are traps you can deploy that do a bit of HP damage and a lot of stamina damage when a human sets them off.
  5. Added Firecracker Trap to the Fairy’s spells, allowing you to trap containers and wound humans that open them.
  6. Added Quicksand Runes to the Fairy’s spells. Quicksand Runes zero the stamina of any human who sets one off, making them easier to catch.
  7. Added Regenerate to the Slime’s spells. Restores 1HP per turn for 10 turns, stacks with Remolded Flesh.
  8. Added Harden, Hasten, and Sharpen to the Slime’s spells. These permanently increase your combat stats, but only one can be used at a time. These stack with perks and are cheap.
  9. Added Dissociate to the Slime’s spells. This makes you unhittable by physical attacks for 6 turns. Nifty!
  10. Added Slime Potion to the Slime’s spells. Converts a health/will potion into one that will induce a slime infection when a sucker drinks it.
  11. Added Sap to the Harpy’s spells. It reduces the damage output of all humans in the same room with you. Good for group combat and protecting your minions.
  12. Added Confound to the Harpy’s spells. Hits a human for willpower damage and reduces their accuracy for 1 turn.
  13. Added Vocal Blast to the Harpy’s spells. Hits every human in the room for a lot of damage, but has a 10 turn cooldown.
  14. Added Lithe Body to the Harpy’s spells. Buffs dodge and accuracy by 2 for 10 turns.
    Added Dark Whisper to the Rusalka’s spells. Works the same as in Classic Mode, but now costs MP, can be cast more quickly, and is more effective due to perks.
  15. Added Enslave to the Rusalka’s spells. Allows you to transform someone who was enthralled by Dark Whisper.
  16. Added Clouded Judgement to the Rusalka’s spells. Decreases all human accuracy by 2 for 50 turns!
  17. Added Clone to the Podling’s spells. We are raising an army!
  18. Added Create Pod to the Podling’s spell. More, MORE!
  19. Added Burst Pod to the Podling’s spells. Destroys a pod created with Create Pod and damages nearby humans for 12 points. The pod is destroyed in the process.
  20. Added Repair to the Golem’s spells. Heals all monsters in the mansion for 3HP/3WP.
  21. Added Combat Routines to the Golem’s spells. Buffs all combat stats by 1 for 10 turns.

Known Bugs and Such

  1. The Golem spells are lackluster in Corrupter Mode. Suggestions are welcome for improvements, as I want each of the monster species to play somewhat differently.
  2. There may or may not be a problem with Rusalkas in Corrupter Mode, I was unable to reproduce the Dark Whisper bug and may have fixed it during normal coding. Reports welcome.
  3. If there are no serious bugs in Corrupter Mode, it will be receiving a 3D mode just like Classic Mode soon.

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