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)!

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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]

300$ Patron Update Spectacular!

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Cover art by possible genius agrochemist Rune MFB!

That’s right, we passed 300$ in contributions

Counting all income sources (including patrons who donate via Paypal), Project Pandemonium just passed 300$ USD. In case you’re wondering, the pledge number on the Patreon page doesn’t reflect the correct value since it seems to ignore fees and the amount I’m pledging to other creators. It’s kind of crap.

To celebrate I got noted artist Rune MFB to cook up this special Slimey-Mei image! He wanted to make something special, so he did a partially transformed Mei. I think he has a thing for slime girls.

First Big News Piece: New UI in Development!

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Status Screen Concept by CocoMint

After 8 long months, I finally managed to convince CocoMint to help develop us a new UI. And not a damn moment too soon, as the old one was getting quite gamey.

I expect this UI will be finished before the end of April and implemented into the engine. When that happens, a new release of Chapter 1, v1.05, will be released to the public with the new UI in it. No new content, just the new UI. I will also try to get Prototype 5-2 up around that time for Patrons to see new content and the new UI around it.

Second Big News Piece: Major Update to Viscones

Okay so maybe this is great for huge nerds like me, but I got around to updating the code to use dynamic viscones instead of the fixed versions.

Dynamic Viscones.png

You can now see exactly where you need to stand to avoid enemy sight lines. I still need to do lots of optimization and bugfixing, but the system works and runs smoothly. This is one of those things that’s been bugging me since I implemented it back in v1.02 (I think).

I’m not going to get too hung up on the complex geometry (such as the barrels there having square collision hitboxes) because that’s one of those things that takes a lot of time but doesn’t yield a huge reward.

There will be a Coding with a Grain of Salt later this week or next week going into detail on how I made this system work. It involves blockmaps and might involve binary space partitions, so all you huge nerds will probably love it!

Third Major News Piece: Patron Polls in Place

If you’re a Patron, please head over to the Patreon to fill out the Prototype 5-1 feedback survey. And, if you’re a 5+ Patron, fill out the second Starlight Steering Survey, which includes things like how often we should release prototypes and how much my music selection sucks.

Fourth Major News Piece: April Budget Statement

Like all good news outlets, I bury the important news at the bottom. The April 2018 budget report is now out for everyone to marvel at. Yes, Chapter 1 and Prototype 5-1 are what we could do with 2000$. I’m just as alarmed as you are.

Everything Else

Coding work is mostly going to be housekeeping stuff for a little while. Now that Prototype 5-1 is out, I’m going back through all the stuff I had to put aside and putting that in. Viewcones and UI are some examples, but there have been minor bugs I’ve been wanting to get to for ages.

The artists are doing their usual thing. I’m told we should have the combat animations this week and the map next week. First TF sequence will probably be this week too.

Argue about this post on the forums!

Enable my Squid Addiction on Patreon!

 

Game Art – Imp and Bee!

(Posted by Rune MFB)

Disclaimer: Anything I’m about to write concerning the two races and how they may or may not play may be(e) subject to change.  Nothing was ever finalized.  Rather, these are just from casual conversation I’ve had with Salty.

Imp

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Of course the Imp would be one of the first redrawn!  I’ve always thought of the Imp race in general as the mascot race of this game.  Though, that may be because the mascot of the game is an Imp.

Anyways, so to my knowledge, the Imp will still play the same, more or less.  No new changes or anything, gameplay wise.  And perhaps that’s for the better, considering that the choices behind the monster races were to have a variety of gameplay.  And the other three will definitely play differently from the Imp.

Now, on the art end, I do want to have the heroines’ original clothes shine through more even when they’re transformed into an imp.  You see, while it is nice in the original that Sanya kept a swim-suit theme throughout all her transformations that had clothes,  I wished that the other five also had their clothes a bit more represented.  As such, it’s planned that for all transformations with clothing, all the heroines’ clothes, or at least the theme of their clothes, will be kept.  It won’t just be Sanya.

Bee

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It’s a bee girl!  In all technicality, this race is new to House of Pandemonium.  If you paid attention to my last post, I did add the part about the two new races being new to at least HoP.  That being said, while the bee girl did exist in Chambers of Pandemonium, she will play differently here.

From what I gathered from Salty, she will not play like she did in Chambers.  When you’re human, she’ll force-feed you honey after you’ve been knocked down to transform you.  However, this isn’t quick transformation.  It’ll be incremental, partial, kind of like the slime girl at the moment.  Unlike the slime girl, eating this honey and having partial transformations will actually benefit your stats.  Also, the bee girl is likely to leave honey around the mansion so it is up to you if you want that extra boost.  Essentially, it’s a “power at a cost” sort of deal.

Other News

So, currently it’s finals week for me, a college student.  And only a few days after my finals are done, I’m going on a two week vacation back to the Philippines.  For the record, this is why the art will most likely not get done before the end of January.  I won’t have any time to draw when I’m on my trip.  However, lucky for me, my entire winter break is actually a month.  So that other half of break will be spent working on this game.  Well, a huge portion of it anyways.

And, luckily, next semester won’t be as harsh on me so I’ll have more time to work on this.  I’m just as impatient about wanting some new monster races to play in the game.  Heck, even new characters.  So, it’s a good thing I’ll have more time next semester.

Oh, on another note, I want to say that someone brought up in my last post that Talia did not have her elf ears showing.  In truth, I forgot about Talia having elf ears or her being an elf in general during the time when I was drawing her.  I did add the elf ears in upon seeing that comment so for those of you who were wondering about it, don’t worry.

Anyways, I’d love to hear what you guys think on anything.  Whether it’s a random, passing thought, an comment on something I could have done better or I should have added, or a whole spiel on how you would a future monster race to look, I’m all ears.

Until next time~

Game Art… and an Introduction!

(Posted by Rune MFB)

Hi everyone!  For those of you who don’t know who I am, which I gather to be most of you, the name is Rune MFB.  Or Chibi RoggianX.  I go by either.  But why would I have two names?  It’s rather simple, really.  One is the username I use for any 18+ forums and the other is my artist name.

Now, as a quick introduction of who I am: I’m just a college student who can draw.  I also happen to like monster girls and transformations.  So really, working on this game is rather perfect.  And, for the record, I’m not doing this to get paid, which I’m not, but because I want to work on this game.  But that also means that time may not always be on my side.  So I apologize if there are times when I’m not progressing as much on the art front.

Anyways, enough talking!  You guys are here to see some of what I’ve done for the game, right?  Well, here you go:

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Pandemonium Characters, drawn by Chibi RoggianX (Rune MFB)

Recognize them?  I hope you do.  Now, I’ve taken some liberty in how some of the characters looked originally.  And I’ve also done my best in trying to inject some more personality into them as well.  As such, I’d love to hear your guys’ thoughts!  Oh, and if you guys want the full size, click here…

Now then, my drawings are -not- going to be injected into the game just yet.  Me and Salty have agreed that it would be best until there is a substantial amount of new drawings for the “enhanced mode”.

In this case, substantial means four monster races, two of which are from the original House of Pandemonium and the other two are new, or at least new to HoP.  And just to avoid possible confusion, this means that each of the characters will be drawn as each of the monster races, along with good old transformation scenes and a generic NPC of each monster race.

Now, I can’t give an exact date on when this will be done but, from my own estimates, I see the drawings being done by the end of January.  I know that’s close to two months away still but, as I said earlier, time may not always be available.

Anyways, I look forward to drawing more for you guys.  I’ll try and post weekly like Salty does so you guys at least know what’s going on with the art front and that hopefully at least some progress is being made.

Until next time~