Prototype 5-3f Release

What the hey? A new Prototype?

Yep, this week we have a new prototype courtesy of people giving me a right kick up the arse about unresolved issues, and a new enemy in Classic Mode.

You can get the prototype right here (Windows and Linux: OSX users see below)

First, this patch fixes both the Z-fighting bug in 3D mode on newer graphics cards, and it fixes the DoT-Crash that has been annoying me for a few prototypes now. After some detective work, I tracked it down with the help of the Discord chat and MarioneTTe, whose terrible hardware made reproducing the bug a breeze.

This also adds maids to Classic Mode!Maid

Maid Clones were present in Chambers of Pandemonium, not House of Pandemonium, but ThrowawayLady did some photoshop work and made variations for all six characters (for Pandemonium Classic: Unity Edition) and graciously gave me the images.

OSX Sucks

Apple did it again, and I can’t even find the site with the legacy OpenGL headers. So, OSX support has been dropped, again. You can still get the previous version if you’re on OSX, though.

Other Stuff

Other than the update, it’s us being at work on the next major content release. I’m writing cutscenes, Stinkehund made us a new background which Patrons get to see, and Urimas continues to exist despite the effects of time dilation.

Here is a discussion thread. Now – battle for supremacy!

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Development Update: Censored Version!

Quick Update:

Finished the map glue, fixed some bugs. Urimas made a moth sprite. Stinkehund is making the title screen look better since it has more corgis. Chicken chalked March as literally her most productive ever. Good job, Chicken.

The Important Stuff

Today we are proud to announce the censored version of HoP: Remastered. This will include Classic, Corrupter, Adventure, and Doll Manor modes.

That’s right, to reach a larger audience when the game goes on Steam/GoG/etc. we want to make sure the game can be played by all ages. Naturally, a game with sex, female nipples (thanks, Tumblr) and hand-holding isn’t going to be received well. So we’re going to create a censored version, and the full proper naughty one can be downloaded by interested parties.

As a bit of a teaser, I had local programming victim and pizza fascist MarioneTTe pick a scene to censor, and we’re posting it for you to enjoy. You can click on this link to read it. This is the Mei Alraune Loses to Bee cutscene, except for all ages.

Here’s an excerpt!


A variety of fruits and treats grew in the forest, and Mei had gathered many of them to earn a few coins back at the trading post. She wondered which the bee would enjoy the most, as she had not thought to gather flowers, and quickly decided that one of the two large melons she had found would be the perfect offering.

She pulled her melon sling from her leafy pack, and the bee girl’s attention snapped from her polished lollipop to Mei’s melons even before she had pulled the first melon free from its sling. Her gaze drifted over them with wonder as the first melon popped free, and Mei wondered briefly if the bee girl had ever seen melons before.

With a slight shrug, and a bit of pride at possibly treating the bee girl to her first taste of the forest’s bounty of fruit, she gave the melon to the awe-struck girl. The girl grasped the melon in her hands, her nails biting into the soft flesh of the fruit, and Mei gasped as the bee’s long, almost prehensile tongue began to wash over it.


Now I know what you’re thinking

“Gee Salty, where can I find a loincloth that doesn’t chafe?”

Or, if you’re not a barbarian:

“Haw haw, Salty, it’s April 1st. April Fool’s day. You’re so funny. Get back to work you slovenly simpleton.”

Well it’s time for me to pull the biggest April Fool’s joke of all.

This is not an April Fool’s Joke, we are actually doing this. Seriously.

Except instead of being an all-ages thing, it’s just us deliberately mocking people who clutch pearls at the thought of sex. Every single H-scene will be written to involve lollipops, candy, drinking and enjoying cold milk, and friends getting together to watch silly inoffensive movies. All body parts will be censored in the art in the crudest ways possible, including corgis over female (and male!) nipples, as well as corgis censoring non-sexual things like Florentina’s knees and 55’s boots because girl those just don’t work on you.

All weapons will be dummy/blunt/nerf versions. Attacks will change from bleed to “give rugburn” and “bonk” instead of “pommel bash”. The ghost maids… well they’re still ghost maids since overprotective parents only seem to get upset about sex, not death and nihilism. So the nihilism stays!

As for when we will do this obvious comedy, that’s up for debate. Probably much, much later in the game’s development. But it is definitely on our to-do list. If you thought the above passage was funny, then just you wait.

 

Development Update: March 25, 2019

The Fan Art Continues

More fan art by Goop Sinpai! This time commissioned by #1 fan and robot enthusiast Klaysee, we have Mei getting core’d, gooped, and golem’d!

mei_golem_tf_3_3__com__by_goop_sinpai_dd2kmef-fullview

You can see the full sequence at these links. You should go see them because I love them and think they are great. Goop is currently working on the next commission sequence and you’ll see that next week, because I love fan art and can’t help but post it. I have a problem.

Pandemonium Classic: Unity Edition!

Holy crap, remember that other project? The re-remaster? Well it’s back and got a new prototype!

The TFGS database link is right here.

UnityEdition.png

This one is made by ThrowawayLady (or just tl) as a mini colloboration. All I did was extract the images and get Urimas to make the hand sprites. It’s Classic Mode, but in 3D action gameplay. Fairly barebones right now, but it has most of the TFs of the original in and is coming along at a good clip.

Programming Stuff

I’ve finished the glue work on the maps and have moved into the backend. This week I’ll be testing everything (it’s all broken oh my god) and then writing examination text. For 40 rooms. Hoo boy.

Artistic Stuff

Chicken has finished most of the emotes! Steam Droid is left. After that she’s going to finally get to work on the world concepts I demanded. Alternately, she might do a TF sequence. Those wacky artists!

Stinkehund has finished most of the layout for the new title screen. It has not one, not two, but three corgis in it. It’s already the best title screen ever made.

Urimas is making more character sprites. We settled on a look for the rebel golems. They look fabulous I will have you know.

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Development Update: March 18, 2019

F-f-f-f-fan art! FAN ART!

Look! Look at this!

juniper_golem_post_conversion__com__by_goop_sinpai_dd2cigy-fullview

World-famous artist (in that at least one person knows about her on at least two continents) Goop-Sinpai likes Pandemonium so much, she drew fan art! This is Juniper, an OC of her friend’s who is now a cute robot girl. For extra enjoyment, Goop has joined up with our Discord and I got to spend lots of time hanging out with her. We talked mostly about slime and art and stuff, it was totally chill.

I always cross-post fan art! Please look at Goop-Sinpai’s DA and enjoy all the transformation stuff on there! Only good can come of this.

Programming Stuff

Phew. After a week of mapping mapping and more mapping, I have about 3-4 rooms left to go before the Biolabs are as complete as I can get them. Those goofy artists are a bit behind so I’ll have to placeholder the Epsilon labs. I will start gluing the maps together and doing script work this week.

Art Stuff

Chicken is working her way through Christine’s emote list. I believe she has two forms left to go, plus Christine and Sophie’s Gala-dress Golem portraits.

If you don’t laugh at the Latex Drone emotes, you might have no soul.

Oh, and Stinkehund is most of the way through redoing the title screen. I’ll be posting that when it’s a bit further along.

Urimas, meanwhile, has done tiles and sprites for the new enemies. He has many more to go and I’ve been swearing at him a lot to little effect.

Music

DrDiss got me the first pass at the LRT Facility’s redo. We can’t use the current one since it’s a remix which means it falls under copyright (one can theoretically declare a remix to be transformative, and it’s common in the industry, but legally it’s murky and I don’t want to take any chances). It’s 80’s synthwave and super awesome. Patrons might even get to hear it next week, depending.

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Design with a Grain of Salt: You are not a sociopath

Author’s Note: If you are a sociopath and are offended by the title, I will not apologize. Because it wouldn’t matter to you anyway, you’re a sociopath.

It can be said that a good critique only needs to say one profound thing to be useful. In his review of Breath of the Wild, Matthewmatosis goes a wee bit beyond that, and I learned something very important that should have been obvious to me earlier. It’s okay to not extrinsically reward the player.

Okay that’s going to seem like jargon so stick with me. There’s some background in order.

This blog post builds on a key idea he mentioned, so you should go watch it and get back to me in an hour. It’s a good review and probably the best one of BotW I’ve seen. This blog post sucks in comparison.

The key idea he said that got me thinking was that, in BotW, every few in-game days a “Blood Moon” occurs. This respawns all the enemies that appear in the enemy camps throughout the world. It is therefore pointless to kill those enemies since they’ll respawn later, unless you want the rewards they have on offer (a chest, their equipment, money).
He said it would be more enjoyable to have these camps stay cleared, since that gives the player the feeling of “Taking Back Hyrule” from the enemy.

There is a discussion of extrinsic and intrinsic rewards in the game development community. If you’re not in the know, extrinsic rewards are external to the content of the quest. Kill a boss, get an item. Defeat an enemy, get experience and money. Complete a quest, get a unique piece of armor. These are extrinsic rewards since they are not the quest itself, they are external to the quest.

An intrinsic reward is the fact that you did the quest. The quest was fun or exciting or had some good character dialogue. We play games to struggle and overcome, or to experience things. There is no reward for completing a game other than the fact that you enjoyed doing it.

So how does this factor into Pandemonium? I, being an idiot, was too focused on the extrinsic component of the reward system because I assumed everyone is a sociopath and designed things around it. This is particularly amusing because one of the core themes of Chapter 5 is that strict logic (represented by 55) is not enough to live by, you need something more to have a reason to exist. Further, we cannot find this reason extrinsically and logically, we must have this reason intrinsically. This is a theme that is already present and gets developed further in the Biolabs, in case you’re wondering.

This whole time, the players of the game have been telling me what it is about it they enjoy most: The story. The characters. And, uh, the naughty bits… but mostly the story because I am a legitimate author. That’s my explanation and I’m sticking to it.

If we assume a player is a sociopath, then they will have zero empathy towards the characters in the game, and seek only advantage. If there is no reward for completing a subquest, they won’t do it. All they want is the power and the feeling of triumph. Amusingly, this isn’t even true of actual sociopaths, so in this case we’re describing an imaginary ultra-logical human that we have nonetheless decided to base our games around. This is because we are insane.

This is not without precedent, in fact it is quite common. There is an old joke as follows:
It was night out and a man was searching the ground very thoroughly beneath a street lamp. A passerby stopped and observed this thorough search. It went on for some time. The passerby, eventually, asked the man “What are you searching for?”

The man replied, “I lost my glasses and I’m looking for them.”

“May I help? Where did you lose them?”

The man waved in the general direction of the darkness outside the street light. “Somewhere over there.”

“Then why don’t you search for them over there?” asked the passerby.

“Well I can’t see anything over there, so I’ll look where it’s light.”

In many scientific disciplines, there are things which are really hard to measure. If they are hard to measure, we sometimes look for proxies and try to measure those, and then link them to the thing we’re trying to measure. And, if we’re stupid (we are), then sometimes we simply decide to measure something else entirely because it’s a lot easier to do. Hence searching for our glasses where we don’t think they are, but at least it’s lighter here.

This leads to why Game Theory is stupid. It creates a perfectly logical person and gives them a set of rules to operate in, then claims the results of the games they play represent reality. This is false, since one of the important rules of social reality is that there are no rules. Everything can be changed. We created a fake human in a fake world and measured it because that’s easier than measuring real humans in the real world!

So as to game design? It means we don’t need to always find extrinsic rewards for the player, and when we do it’s okay to make them less explicit.

It is okay to have a side quest that is just there for completion, because the quest was fun and the writing was good.

It is okay to have the reward for the quest be “You made the world a better place”.

It is okay to have the reward for a job well done be the job well done.

Having Sophie smile at Christine and say “You did good today” is better than a piece of armor or a new weapon.

You are not a sociopath.

 

Development Update: March 11, 2019

Hey we have poll results and Mario’s long-awaited Ghost story today, but first the usual update.

Klaysee the Superhero

Very good person and friend of the team Klaysee made maps of Doll Manor’s floors, to help you if you get loooooost.

They are on this forums page, spoilered in case you don’t want to survive.

Programming and Whatnot

I’m about 75% done the maps for the Biolabs. The critical path is completed (except for a few areas that need new tiles), so I’m working on the side areas. It’s been a long time since I did anything but metal and moonrock, so the maps are probably too big. Oh well, rework them later if necessary.

MappingBeta.png

Artistry

Chicken has completed most of the concept art and is going to be cleaning up the many dialogue portraits we never got around to. SX-399’s portraits are done, we got a new neutral for the Steam Droids, and she’s going to be filling in Christine’s form portraits.

Hund is working on getting us a new title screen, having done the sketchwork and moved on to texturing. Urimas is doing the new enemy sprites for the biolabs.

Music

DrDiss got me a song from Chapter 2, or at least the first draft. No spoilers!
On the plus side, Patrons get to hear Sanya’s theme from Chapter 2 this week as part of their bonus stuff.

Writing

The Ghost Story is done and 5$ patrons for… a lot of months… will get to see it today! If you are one such person but I don’t send you a message, please message me and let me know, I’ll get you set up.

Poll Results Time

Doll Manor’s prototype 3 came out last week, and I put up a poll for all 5$ patrons to scrutinize. Let’s go through the results.

There were 67 downloads for the game and 28 respondents for the poll. Assuming at least a couple were someone downloading it twice, that’s pretty close to a 50% response rate. Amazing!

Result 00

Fairly positive feedback.
Hey.
If you’re the person who voted 4, I want to talk to you. Message me. What can I do to make the game better for you?

Otherwise, I’m happy with the results. People like the game, woo hoo!

Result 01

No surprise that a game named Doll Manor would have dolls as the most popular creature. Resin Titans are basically dolls as well, so add them together and they swept the voting.

Meanwhile, statues are going to go cry granite tears in the corner, having gotten zero votes. Maybe someday, statues, but not today.

And inexplicably, three voters voted to stay human. Is it the thigh-high stockings? It has to be.

Result 02

Taken together, 9-10 voters were fairly spooked while 14 voters were not spooked. Considering this is a text-interface game with simplistic graphics, that’s a pretty good amount of spook.

As for the rather lengthy reply: This is the best reply ever.
What is described in this comment is exactly how the game was designed. It’s meant to increase tension, allow you to overcome it, and then throw something new at you to ramp the tension back up. You experienced it exactly as it is intended. Wunnaful!

Result 03

Crushing the other options is “Finish Chapter 5 First”, so we’re off to do that. Doll Manor will likely get a full public release sometime around July or August, based on how long Chapter 5 takes.

Result 04

I was surprised that a thematic sequel did as well as it did. I have some ideas ready to go should we have time for it in the future. It’ll be really dark, scary, and depressing!

As it stands, it looks like people want a crossover with Pandabonerbum to resolve the plotline. Now all I have to do is figure out which hero should be responsible for saving the day/getting dolled. It’s too late in Chapter 5’s dev cycle for it to be Christine, but Sanya, Jeanne, and Lotta are all candidates. We’ll see who the unlucky girl is.

In other news, I’ll try to convince other people to make mods in the Text Adventure engine so that we can have a lighthearted goofy story. I won’t have time to do it myself.

Result 05

DYNAMITE!

If you want to know what the hell I’m talking about, go here. It’s the best comic ever made. It’s, like, Watchmen good.

Evidently, the sugar-sweet kiss of heavy ordinance won. Good job, ordinance!

Result 06
Cyberdemon girl? Big deal. She’s slim pickins.

I asked Chicken if she wants to do a Cyberdemon Girl and she said yes. Expect to see that in Chapter 3.

Budget Stuff

The March budget report is out if you want to see where the money goes.

(Hint: Not to me.  😦  Sadface)

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Development Update: March 4th, 2019

Programming Stuff

Back to work on Chapter 5. I have constructed the overall map for the Biolabs and am about 1/3rd of the way through the basic mapping. This does not involve the scenario work, sidequests, or anything else. The Biolabs is a very large area, slightly larger than Chapter 1’s overworld (minus the dungeons).

Art Stuff

Chicken has completed the second of the enemy designs for the Biolabs, the third to come tomorrow. Hund is working on our brand-new title screen (his idea, I didn’t mandate a replacement, he wanted to do it). Urimas just got us a new loading animation (his idea, again… These artists just do whatever they want I swear) which you’ll get to see in this week’s bonus stuff.

Music Stuff

DrDiss has done it again. Patrons will get to hear Sanya’s theme in Chapter 2… next week probably. Get psyched!

Mario I know you’re reading this don’t fail me

MarioneTTe has promised to have the final draft of the ghost story by Thursday. He’s taken a few months and, at one point, the ghost story was over 100k words. He’s editing it down but holy cow, Mario. Brevity?

5$ Patron Survey Too!

Hey, if you’re a 5$ patron or you played Doll Manor (please contact me if you’re one of the people who is not a 5$ patron but helped test Doll Manor) then there’s a feedback survey. I just want to know if it scaaaared you and what you thought of it overall.

I’ll collect my thoughts and do a Design with a grain of Salt post on Doll Manor later. For now it’s back to maps.

Budget Report Next Week

Too lazy to do it right now. Next week!

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Doll Manor Prototype 3 Released for 5$ Patrons

That’s right, it’s out. Phew.

5$ patrons can see this post for information, or go to the Doll Manor downloads page if they already know about it.

If you’re not a 5$ patron, you could be! It only costs… hold on… getting my calculator here… five dollars.

Alternately, if you’re poor (like me) then you could just send the team a poem or perhaps a picture of your dog/cat/goat. Or maybe an essay about how much you like Gothic architecture. Just, something to show you care.

The forums is where you go if you have bug reports or questions. Remember to spoiler it for players who haven’t played the game yet!

Development Update: February 25th, 2019

Programming Update

I’m killing myself.

Specifically, I’ve been working my butt off trying to get as much done as I can before the 28th.

Doll Manor’s next prototype goes live for patrons on the 28th.

Presently, I have finished Saving/Loading, deck customization, all of the story endings, four of the monsters, manor layout, equipment upgrades, and probably some other crap.

The fifth monster form will not make it, as the art was not ready in time. Stinkehund ran into some technical issues with his tablet. It’ll get patched in later.

The next prototype will be very buggy – I am certain of it because my bug list is really long and there’s no way I’ll get them all done in the next few days. The game is still playable start to finish, and all 10 endings are available to shrewd players.

I’ll be very interested to know what everyone thinks of the story, characters, mechanics, and art. I can’t wait!

Next week there will be a 5$ patron-pal-poll so everyone can vote on what I should do next. Until the results are tallied, as of March 1st I will be back to work on Chapter 5.

Art and all the rest

Urimas made sprites for the new Raibie enemies. Hund has been helping me get everything ready for Doll Manor. Chicken has made some new enemy art that patrons will get to see… soon…

Mario promises that the ghost story will be ready when he gets back from house-sitting, which is in early March. Thanks for the patience for all those of you who waited.

DrDiss got me two more variations on Sanya’s theme for Chapter 2. Patrons might get to hear them later, once Chicken’s art is on show.

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Development Update: February 18th, 2019

Programming Stuff and The Plan

So, we wrote down the entire set of story for Doll Manor except the very last cutscene. Most of it is in, though I need to put a couple of items in first.

It’s a little hard to overstate how much I’ve been working on Doll Manor. Several days of the ol’ wake up – code – eat – code – sleep cycle. And I love it.

There are a whopping five transformations planned in the game, because we stretched the hell out of our art budget and I want to make full use of it. Two are currently implemented and Stinkehund is getting me the images for the last one this week.

While the game is unbalanced and actually brutally hard right now, it is functional. I will be finishing off the remainder of the story components this week, finishing up phases 2 and 3. Phase 4 is the shortest and probably the least complex, and then the game is ready.

How much polish will be put in is up to how quickly I get all of this done. Either way, I will be releasing what I have on the 28th because as of March we’re back to work on Chapter 5. I will then collect bugs and suggestions for Doll Manor and hopefully have it all ready to ship as a standalone game for April.

This means you can expect a 5$ patron prototype next Monday or possibility Wednesday, if I need a little extra time.

If you don’t have 5 bucks but really really really want to play the game, you should compose a poem about it and send it to me (email, discord, patreon, TFGS forums). If the team really likes it we’ll totally get you a copy.

I’m serious.

Art and Music

DrDiss is back and just got me the first pass at Sanya’s theme for Chapter 2!

Chickenwhite finished the Raibie concept and patrons will get to see it next week! She’s now on to making more nasty critters that will appear in the Biolabs.

Urimas and Hund have been hard at work on Doll Manor, getting tiles and making inkwork and weird photoshop experiments. I’m sure you’ll love how Doll Manor looks and sounds, and it’s at least 25% due to their work. The rest is my credit. I am an ideas person.

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