Merry Crimblepop

There’s not much of an update this week, everyone is busy with the holidays.

I died of exhaustion but some jerkoff paramedic revived me.

Free Bonus Stuff For Everyone!

Mary-and-Doll-actual-ad-copy-smallerer.gif

Remember String Tyrant? I got Goop-Sinpai to do an ad commission! This is a WIP of the animation (oh my god it has so many errors it’s a WIP) where Mary gets doll’d!

It will be finished and used to promote the game when it launches (probably in February) along with some other stuff we’ll make later.

Why are you seeing this? Well it’s the holidays, so this is our gift to you.

Mary and Doll sequence

Higher-res less-crusty versions of the image.

I’ve also got some lettering done by Chickenwhite, but she saved it in a format I can’t open so I’ll update this post later once I get it.

Curious Catte!

As usual, here are the Curious Cat questions for the week.

CuriousCatRound41

CuriousCatRound42

CuriousCatRound43

CuriousCatRound44

Argue about this post on the forums! Battle for my amusement!

Ask us questions anonymously on Curious Cat!

Give us money on Patreon so we can make more monstergirl stuff!

Join our Discord and curse at me in person! Our testers are dangerous maniacs!

Follow us on Tumblr to see Koops’ awful puns!

Follow our Twitter to see the same content as usual, but wth fwr lttrs! CuriousCat replies go there first!

Prototype 5-5e Released!

There’s more chapter 5 for you now!

You can download it here (Mediafire) (Mega.nz).

Need savefiles because you lost yours? We have some here!

This adds Southern Cryogenics, a new (small) area that is… south of Cryogenics. You can enter it after getting 55 in your party by returning to Cryogenics and exiting via the southern airlock you started the chapter in.

This area is mostly complete, it is missing enemies and some treasure and will be getting an “Electrosprite Shortcut” later on. The storyline for the area is complete.

There are also now topics in the biolabs part of the chapter. If you have the debug menu (hello patrons) there is a cutscene you can activate to populate all the topics. Otherwise, they unlock naturally and at two major points – entering the labs (or the music cutscene if you have an old save) and when you enter the Raiju Ranch.

Also

There’s also a changelog

Here it is.

  • Updated the chapter select screen to highlight available chapters.
  • Added Southern Cryogenics area.
  • Added Relive handling for chapter 5.
  • Added topics for the biolabs.
  • Fixed some not-north bugs.
  • Fixed some collision errors.
  • Fixed an airlock in the biolabs.
  • Fixed the get-around-the-door bug in the flashback sequence (Thanks, Terafreak!)
  • Can now exit Equinox as any not-organic form.
  • Fixed some enemies out of bounds in Cryogenics.
  • Fixed some typos.
  • Fixed (null) topic in dialogues caused by deprecated topics from previous saves.
  • Added emotional cues for Dreamer Christine and Electrosprite Christine.
  • Made sure to use Unit 309100’s correct designations…
  • Fixed incorrect UI alignment on the transformation menu.

 

Development Update: December 16th, 2019

Programming Update

You can tell it’s December because Salty is overworked and overtired! There will be a content patch tomorrow featuring chat topics and Southern Cryogenics, a new (relatively small) area. There will be another content patch later featuring the Manufactory but that will likely be in January.

Artistic Stuff

Hund has completed some more damage animations and Koops is starting on chapter 2 concepts, which will find their way into Patron Bonus Stuff once we start finalizing them.

Chicken, meanwhile, has suffered a loss in the family. Our heart goes out to her.

Other Notes

As expected, don’t expect much in the coming weeks. Salty has way too many day-job shifts because the holidays are a time of stress and unhappiness, and the artists are probably doing stuff like “hanging out with their families” and stuff like that.

Curious Catte!

Here are the anonymous questions we got this week, with the usual trite answers from various team members:

CuriousCatRound31

CuriousCatRound32

CuriousCatRound33

Argue about this post on the forums! Battle for my amusement!

Ask us questions anonymously on Curious Cat!

Give us money on Patreon so we can make more monstergirl stuff!

Join our Discord and curse at me in person! Our testers are dangerous maniacs!

Follow us on Tumblr to see Koops’ awful puns!

Follow our Twitter to see the same content as usual, but wth fwr lttrs! CuriousCat replies go there first!

Development Update: June 10th, 2019

Programming

90% done the third subquest, just needing to put in the finale sequence now. Unfortunately I got sick with a very nasty cold, so it’ll be a day or two before that’s done.

After that, the last subquest is the Raibies questline, which is a puzzle-solving adventure with some combat. It’s one of the more complex subquests.

I have 20 days to get that done, at which point any extra time goes to bug testing. Hurrah.

Artistic Endeavours

Chicken has completed the Eldritch Dreamer transformation art – and patrons get to see it over the next two weeks!

Urimas has completed all the needed sprites.

Hund is mostly done his inkwork for emotes and is doing some experimental shading on the latex drone images.

Music

Because I didn’t know where I got the cultist dungeon theme from, and I’m not 100% certain it isn’t copyrighted, I managed to trick DrDissonance into making a new layered track for the cultist dungeon!

It’s sounding pretty good. Patrons will get to hear it whenever it gets finalized.

The Home Stretch

The next prototype comes out before the end of the month. I’m going to work my butt off to make it happen.

Argue about this post on the forums while I cackle maniacally!

Support our dangerous monster girl addiction on Patreon! I just need one more hit!

Join our Discord and curse at me in person!

Follow us on Tumblr to see Koops’ awful puns!

Follow our Twitter to see the same content as usual, but wth fwr lttrs!

Development Update: March 19, 2018

One Week Remains

Yes, Prototype 5-1 will be coming out for Patrons next week. I’m trying to get all the little things in that I wanted, such as properly balancing the Equinox boss battles and putting in treasure to find instead of just enemies. I don’t know how much will get in, but I think there should be more than enough for the Patrons to test and report on.

Hund will be working on some damage-type attack indicators. Presently we have two, Attack and Debuff. I want one for each of the damage types (Slash, Pierce, Strike, Fire, Ice, Lightning, etc.) so you can tell at-a-glance what you’re getting hit with. These may or may not make it into 5-1. I’m also not sure if the map will, might have to use a simplified map.

New Feature: The Combat Inspector

CombatInspector.png

I’ll get you next time, Combat!

The Combat Inspector was a feature requested by… I forgot who. Someone asked for the ability to see more detailed information in combat. This was back during chapter 1’s development, but I didn’t have time to get it in. Well, now it’s here.

The Inspector can be brought up by pressing F1 during your turn in combat. It lets you see enemy statistics and resistances, as well as what buffs/debuffs are currently affecting them and the threat rating for your party. It also shows the caps for the various effects and how long each effect will last.

It’s rather rough looking but it does its job. It actually didn’t take as long to implement as expected since it borrows 70% of its code from the Status menu.

Anyway, Patrons should get psyched about the prototype next week. I know I’ll be psyched for the long list of bug reports I’ll be getting…

Development Update: July 10, 2017

So now I’m down to 10 more trello cards before I start work on the Quantir estate. A few of these are waiting on art assets but I can always use placeholders in the meantime.

More importantly, my schedule is opening up as of this week. I have some minor work on another project to finish up and then I can spend 4 days a week working on Pandemonium instead of the usual 1. Hurray!

Some of the tasks completed this week, during a particularly productive session, were dialogue with Florentina at campfires, combat dialogues, and some bugfixes like healing displaying in the wrong spot in combat.

Patrons: There will be a poll next week along with the budget documentation. The poll will allow you to shape my objectives for the rest of Chapter 1. If you’re not a patron, sign up today!

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!

Argue about this post on the forums.

Development Update: January 23rd, 2017

Salty here. A brief notice this week.

I’ve completed the planned improvements to Corrupter Mode. All the species now have a set of unique spells, though I’m not happy with the Golem’s abilities yet. They’re all going to need balance tweaks to make sure they’re all viable and fun to use.

I have a bunch of work I want to do on 3D mode’s UI, namely dealing with the way entities are arranged in 3D space around the player as you enter new rooms and adding damage animations to 3D mode. I’ve also been meaning to replace the weapon sprites with stock images so they don’t all look like the same weapon.

The reason I’m not doing a release this week is that there’s not quite enough to justify it, especially because we’re launching the Patreon next week. That means that v2.0 will launch along with a plea for you to fund development of Adventure Mode.

I’ve been speaking to artists, spriters, and musicians about the job. In addition to Rune, I’ve got two other characters artists, a spriter, and a musician lined up – assuming Patreon gets the money to pay them. We’ll be having a team meeting this week to figure out development targets, our art pipeline, style guides, and so on.

For Adventure Mode, I’ve completed most of my technical documents and have my story documents down. I’m doing the writing pretty much myself, in addition to the coding, scripting, and mapping. The combat engine is something I’m really proud of, meant to be deep and engaging without bogging the player down. Come for the monster girls, stay for the combat!

I might do a post later this week showing some of the sample art I had the artists do, or I might just wait for the Patreon and show it all then. I haven’t decided quite yet. I’ve also been looking at other Patreons to see what drove their success. It’s a bit of a mixed bag, but I think I can deliver on the quality front and I’m hoping you, the public, will support a quality production.

Next week, 2.0a ships and we launch the Patreon. Until next time.

Argue about this post on the forums.

 

Corrupter Guide and Other Stuff

Salty here. I’ve created a guide to Corrupter Mode. It details some of the new features and indicates what features you can expect in the coming versions.

A fix for OSX was released yesterday but I have yet to hear back from any Mac users. Does the patch work or not? Please let me know in the comments or on the TFGS forums.

I’m surprised that we got such a nice turnout on the poll at over 150 respondents out of 1150 downloads. That’s a 13% turnout, which isn’t bad all things considered. If you haven’t filled it out yet, you should.

I’ll be creating a post later on discussing some of the results and what it means for the future of Pandemonium. I would like to mention that Cow is not on the favourite monster list for a reason: I’m using that list to gauge which monster I should code into Corrupter Mode next, and Cow doesn’t make sense in that context. Fairy was also missing from the list, which is my mistake, but I’ll consider Fairy and Pixie to be the same monster for my purposes.

HoP:Remastered v1.20 Release

Introducing 3D Mode!

That’s right comrades, now you can play House of Pandemonium in glorious 3D!

Go to the downloads page to get it, or click here.

A primer on using 3D mode is provided on this page. The controls are not obvious unless you play FPS games a lot, and there are some useful shortcuts available.

The game is entirely functional in terms of what was available in the 1.0 release. All monsters work, items work, etc. However, some parts of the UI are works-in-progress and the level itself is only about 40% complete. It’ll be fairly obvious which parts are incomplete, they’re square brick rooms with no detail.

Screenshots

You can see more screenshots on the… screenshots page. Here’s one to keep your interest.

3d-mode-southern-edge

Known Bugs

Obviously, this is not a completed implementation of 3D mode. There are some bugs lying around, but I have deemed them insufficiently serious to warrant delaying the release. Here are the ones I know about (and if you add comments, I might modify this list).

  1. Item usage as a faerie needs to be locked out more robustly. Using a cursed necklace in faerie mode is supposed to be a no-no.
  2. Some users have reported problems with the usage of cow collars. While rare, there may be double-dealloc crashes. Please report!
  3. Some of the portraits are not correctly aligned in 3D mode, particularly those of slimes.
  4. There’s no way to navigate using the mouse in 3D mode if you want to go up or down a floor. Use the keyboard for now.
  5. The transition path in the garden is very close to the basement transition path. That should be spread out.
  6. Some sequences do not bring up the story screen like they should (slime transformation finishing).
  7. The teleportation effect is far too jarring. Probably needs a screen overlay or something to soften the blow.
  8. The printed directions (“Sanya goes east”) don’t line up with how they should on the actual radar except by coincidence.
  9. You can still move around on the map even if you don’t have enough stamina to run from a monster. Your character’s position will not change, but the camera’s will.
  10. There are a number of obvious visual errors in the mansion’s geometry. Those will be fixed over time as I refine the rooms, no need to report them.
  11. Sometimes a human pushed into the Silver Mirror will not display their Rilmani TF sprites in the 3D space.

Boring Patch Notes

Here’s the patch notes for 1.20a.

  1. Fixed the bug where it was possible for two humans to open the same container during the same tick, resulting in one of them “opens the container, revealing nothing at all!”.
  2. Fixed a possible crash related to opening a container, wherein the same object was being deallocated twice.
  3. The health/will potion notification should no longer display if the player can’t see the target.
  4. Removed some debug text associated with pixies.
  5. Rolling the highest possible attack (9) is guaranteed to land a hit, even if the target’s defense is so high it’d otherwise miss. This should prevent some enemies (slimes) from being totally unable to hit a max-defense human. It also means a bare-handed human now has a (slim) chance of winning a fight!