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im at the bee hive is there antway to get past the three bees blocking u from accesing the rest of the hive
Come back with Florentina in your party.
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Development Update: July 15th, 2019
July 17, 2019
Prototype 5-4c has been released to patrons!
As usual, you can get it on the Chapter 5 Downloads Page. A patron-post will give some details on the new stuff.
July 2019 Budget Report
It’s about damn time.
Sorry this one took so long. I just kept forgetting and/or getting called into work and saying “I’ll do it next week”. And now it’s July.
Fan Art! FAN ART!!! FAN!!! ART!!!!!
It’s Christine as a Harpy! Drawn by Goop Sinpai, who sure is prolific. Go check out her DA.
And if any of you want to make fan art you better believe I will post it, I love me some fan art.
Coding
Nose to the grindstone. I’ve got (most) of the major bugs dealt with and will be adding treasure and abilities to the Biolabs next. That means 5-4d will be a content update!
Artistic Chicanery
Chickenwhite has finished all of the emotes except for Electrosprite Christine, which we hope to have finished soon. Stinkehund is inking them as always.
Recent Artist Addition Koops is working on her first CG image to go in chapter 5. Urimas is making sprites and tiles because that’s what he always does, we can’t stop him. Nobody can stop him.
Musical Chicanery
DrDiss gave us a new boss theme, and patrons get to hear it next week! Hooray!
There’s now just one musical theme left to be replaced before we’re 100% ready for prime time. Go get ’em, doc.
Prototype 5-3c Changelog
It’s boring but read it.
Fixed spotting-circles not appearing in areas using the lighting shader.
If an enemy leader dies, the following entities will now correctly show their viewcones.
Enemies will now always report their stun thresholds instead of waiting to accrue some stun damage.
Enemies will show how long until their stun threshold resets, next to the resist value.
Added a case for the Electrosprite subquest where the player magically knows commands they really shouldn’t.
Fixed collisions around the Biological Services building.
Fixed lighting issues in the Biolab Datacore exterior.
Added some rebel symbols to both Cryogenics and the Genetics labs.
Fixed Catalysts causing Christine to revert to human if picked up in the wrong form.
Added blockers so you can’t go running off to do sidequests without dropping Sophie off first.
Fixed not being able to use the underwater elevator as a Latex Drone.
Fixed SX-399 appearing during the Raibie-Christine quest defeat sequence even when she was never recruited.
Fixed characters not having their special frames after exiting the Raiju Ranch.
Improved map handling. Fading is faster, allows zooming in/out, controls are more responsive.
Added map for the Biolabs.
Being very close to a northern wall no longer makes you invisible to enemies.
Added 55’s Implosion Grenade skill, which you can acquire in the LRT facility’s armory. If you already got the skill in a previous prototype, visit a Work Terminal and there will be a command to unlock it.
There is now a Work Terminal at the Raiju Ranch near the athletics track.
Added a special “Disable Perlin Noise” engine option to help some users with program instability.
Argue about this post on the forums and make sure to spoiler your spoiler talk!
I have a monstergirl problem, enable my addiction by giving me money on Patreon!
Join our Discord and curse at me in person! Our testers are weirdos!
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Prototype 5-4a Released to Patrons!
June 29, 2019
It’s out! Go here for the public information post, or here for the Patron Pal post!
From the public post:
If you’re a Patron Pal then you can go to the Prototype 5 downloads page. If you’re a previous patron (and have stopped being a patron recently) then you still have access to the page.
You retain the ability to download future prototypes and patches even if you stop being a patron, but we need your support, so if you have a huge pile of GOLD BULLION sitting around, consider giving it to us!
The prototype will be released to the public on July 28th, 2019. Why the 28th? Ask Klaysee.
If you are not a patron but were, please send me a message. If you are not a patron and have no money, but really really really want to play the prototype, send me a poem/heartfelt essay about why you love the game and, if the team loves it, we’ll get you a copy.
In other news, I murdered myself making this and am tired. The process of bugfixes begins on Monday.(Rip in pieces Salty, you glorious bastard, 2k19)
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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.(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! (Its really a track you wanna get your HANDS on! get it?)
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!
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Upsterbation is a Sin
February 5, 2019
by SaltyJustice
Writing Stuff
Writing took the top spot this week? Sacre bleu!
That’s right, Mario’s first two stories are up on Amazon. If you missed out on the first round or are the kind of person who buys the same thing more than once (???), you can get them on this Amazon page for three bucks a pop.
50% of the proceeds go to the game’s budget, and 50% goes to Marionette’s selfish desire to not get kicked out of his house in the middle of winter. If you like slimes or cultist spanking, take a look. I will also post links when the next stories (Bee, Ghost) go up.
Coding Stuff
I’m still working on Doll Manor, overhauling basically every aspect of the game. I think I’m going to go for a full dev-cycle and release this month, because I intend to release the game as a standalone on itch.io/GOG/Steam/etc and use the proceeds to pay the artists, who have this selfish desire to not get kicked out of their houses in the middle of winter.
Presently, I am adding complex LOS and door management (all done in the Lua script!) and will be adding three new types of enemies this week. That’s right, there are three additional monster forms to play as, and you better believe you’re going to like them because I have no idea how we’re going to even make one of them.
It will also have a completed story with many possible endings. Some of them might even be canon!
Art Stuff
Hund promises to have the shading done for all the Doll Manor images in (probably) a week. Koops has gotten us some initial concepts for Doll Christine and Chicken just finished the cover for the Bee Story. Now she’s doing emotes and concepts for Doll Christine and the new Raibie enemies.
We also have some concepts for new monster enemies that will appear in the biolabs( because koops is a winner? )but I’m not sure when those will get done and posted.
Urimas, despite my efforts, continues to exist.
Music?
I’ve sent a new assignment to DrDiss but he hasn’t gotten back to me yet. It’s for Chapter 2 but I’m sure patrons will get to hear about it soonish.
Argue about this post on the forums!
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Join our Discord and yell at me in person!
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#pandemonium#monster girl#indie game#its a lemon game so beware#it can also dip into grapefruit territory
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Prototype 5-3e is out for Windows, Mac, and Linux!
You can get it here or go to the downloads page!
With the help of a certain slimegirl, we caught that annoying shop inventory bug. Plus there’s lots of other small changes and bugfixes in this copy.
Yes this post is a day early, but I’m going to be busy tomorrow and don’t want to have to write up an update post on New Year’s Eve.
Programming Stuff
We are back to work starting today, no longer sick and rested from a nice vacation.
Since I just put out a release, it’s now time for me to work on Doll Manor, which should be done by the end of the month (depending on the art). I will be updating the combat system to an as-yet unknown system that should flow better, adding all the transformations, endings, interactions, and more.
Art Stuff
Urimas is currently working on the next animation, Zombee Mei’s Zombee encounters! Hund is working on getting the last few dolls inked, while Chicken is getting covers done for MarioneTTe’s stories.
Writing Stuff
MarioneTTe promises that the bee story will be done soon. He hopes before the end of the year. The ghost story should come right after that. If you are a 5$ patron for December OR January you will get access to both stories, since it’s totally our fault that they weren’t out sooner.
Interesting Changelog
The Tellurium Mines now have some randomly placed rooms in them with sort-of sidequests. These areas are incomplete and have no enemies, but the scripts work fine. There is also now a boss on Floor 50 of the mines for you to fight, and a new ability you can get for 55 on Floor 40.
The Pipe Nightmare puzzle south of Sector 96 is now available for use.
A lot of form handlers have been added and Christine’s many forms now play much more smoothly.
A lot of major UI bugs and whatnot have been fixed. See the changelog below if you’re curious. Many more bugs remain!
Boring Changelog
Fixed some problems with the Patreon Backer listing.
Fixed some text overruns and spelling errors (Thanks, a bunch of people!)
Have a disreputably enjoyable shopping experience! (Thanks, Terafreak!)
Fixed some stray collisions. (Thanks, Aaaac!)
Fixed vulnerabilities to DoTs applying twice (Special thanks to Trinity for excellent detective work!)
Fixed gems not applying Accuracy/Evade bonuses to equipment. This is indirectly a buff so the game should now be easier than expected. (Thanks, Terafreak!)
Added form handlers for the Pipe Nightmare golem.
Added Pipe Nightmare puzzle! Except it’s not a puzzle, obviously. Nobody likes puzzles.
Added ‘Lewd’, ‘Seduce’, and ‘Fuck’ commands to the Electrosprite sequence with Susan. (Thanks, Merylgoo!)
Electrospite Mode will not appear on the main menu until you’ve played it at least once in Chapter 5. Unless you hack the configuration file. Which is really easy to do.
Fixed some floors of the Tellurium Mines generating with too little treasure. Some compact floors may still have low treasure counts, but it should be at least 3-4 instead of 1 now. (Thanks, Seris!)
Fixed a wide range of dialogue cues, cutscene positioning errors, and other little things.
Added a wide array of form handlers for cases previously missing them.
‘Examine’ is now a synonym of ‘Think’ in Text Adventure Mode. (Suggested by Aaaac)
Christine will notify the player of the warp command if she knows about it during Text Adventure Mode when using the ‘Think’ command. (Suggested by Aaaac)
Fixed a bunch of the Electrosprite TF’s dialogue going off the edges. (Thanks, Aaaac!)
Should no longer be able to enter Sector 15 as anything but a Lord Golem. (Thanks, Aaaac!)
Fixed some errors in the Electrosprite scenes. (Thanks, Aaaac!)
Fixed an incorrect door flag in the Quantir mansion. (Thanks, Merylgoop!)
Dialogue now changes in Sector 198 once the event is complete, and new NPCs spawn!
Should no longer be possible to take Sophie on a date right before the shopping sequence. (Thanks, Terafreak!)
Fixed backing to the main menu from Classic Mode not working. (Thanks, Merylgoop!)
You can now turn in the recalibration quest in Serenity Crater directly to 300910 if you want to backtrack. (Suggested by Aaaac)
Fixed options incorrectly overwriting when strings.
When cutting gems, the character who has the gem equipped (if anyone) appears on the UI. (Suggested by Aaaac)
Fixed the variables not showing the Electrosprite Work Order (for Sector 198). (Thanks, Terafreak!)
Fixed a bug when warping to the Serenity Crater waystation.
Sophie will now notice the transducer for the first Sprocket City special assignment no matter what Christine’s form is.
You can now purchase healing items for work credits at a work terminal near you! (Suggested by Aaaac)
You can now upgrade your Doctor Bag for work credits! (Suggested by Aaaac)
Corrected some lighting errors on the dialogue portraits of Chapter 5.
Updated the statistics console at the top of the Tellurium Mines. You now get work credits for repairing each elevator!
Fixed a bug in the statistics console in the Tellurium Mines. It was playing the wrong voice tick at one point.
Added neutral poses for all of Christine’s dialogue portraits. Note that not all of them are shaded correctly yet.
Added statistical variations among Christine’s forms and descriptions to their transform notes.
Added 55’s “Take Cover” ability. You can find it on Floor 40 of the Tellurium Mines.
Added the boss on Floor 50 of the Tellurium Mines.
Added the cutscenes on Floor 40 of the Tellurium Mines.
Added four randomly placed pregenerated areas to the Tellurium Mines. They will appear on a random floor between 5 and 39, and will appear on the same floor each playthrough. Each of these pregenerated floors has something you can do for more Reputation/Credits from JX-101. Please note that these rooms are in prototype and don’t have any enemies yet. They are here just for script testing.
Huge thanks to Trinity for helping out with the Pipe Nightmare puzzle and making sure everything works as it should.
Fixed gemcutter UI not behaving correctly when there are exactly 24 gems to cut. (Thanks, thedoubleyew!)
Fixed Doctor Bag upgrade using the current charges instead of the max charges. (Thanks, Aaaac!)
Fixed the Floor 50 boss not sending you back when defeated. (Thanks, a bunch of people!)
Fixed the broken poster examination in Sector 119. (Thanks, GoopyBoopy!)
Added dialogue emotes to the Tellurium Mines C conversation. (Thanks, Aaaac!)
Fixed a bunch of dialogue errors. (Thanks, Aaaac!)
Fixed the wrong portraits appearing for some of Christine’s forms. (Thanks, a bunch of people!)
Fixed Christine’s Darkmatter portraits misaligning on the combat UI. (Thanks, Aaaac!)
Fixed the broken Sprocket City sequence. (Thanks, Aaaac and Trinity!)
Fixed the stackable items in shopkeeper inventories bug. (Thanks, GoopyBoopy!)
Argue about this post on the forums!
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WHADDUP ALL YOU HOLLY JOLLY HO HO HOES ITS UPDATE TIME
December 17th, 2018!
Free bonus stuff! Mosquito girl! LeechCo Brand Doctor Bags have stiff competition from the Mosquit-O-Negative Blood services!
Programming Update
I have two more events to go through, some testing, and then I wll send out the next brief prototype for patrons. If there are no massive bugs, it will go public next week just in time for the holidays.
The next prototype features a lot of backfilled content. Interactions, animations, the Tellurium Mines finally being finished – there’s lots there.
Art Update
Chicken has finished the colored and shaded Cassandra transformation images and will be getting me the neutral dialogue poses for all of Christine’s forms. Now she won’t look so janky in conversations! Some other art also got shading improvements and whatnot. Hund is also going to be attempting to get the Doll Manor stuff to a shading phase before I start work on it.
The Holidays
Other than the expected release next week, there won’t be a whole lot going on. I’m out of town for next week (big surprise) as is most of the team. Hey, we’re allowed one week off per year, right?
Right?
(Till we get back, have fun tickling your jingle bells, siccin on sugar plums and candy canes, an stuffing yuletide...things..down the chimney! )
Argue about this post on the forums!
Support our monster girl addiction on Patreon!
Join our Discord and yell at me in person!
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Nearly Holly Jolly Upd8!
Development Update: November 26th, 2018
✧・゚: *✧・゚:* The Important Part: Prototype 5-3 goes public on Friday*:・゚✧*:・゚✧
Exactly what the title says, if you’re not a patron then you get to play 5-3 come Friday. I hope you’re excited because the patrons sure did love it.
Of course you could always become a patron yourself as a way of saying thanks. Just putting that out there.
(Cum on, your dominant hand is begging you.)
Programming Stuff
I’ve been burning through my list of small improvements and backfilling. As always you can check the public trello board to see some of the stuff I’ve added. Not everything that gets changed is on there, and some of it may be a spoiler to you non-patrons. Use at your own risk.
We’ve also added a new map animations system that will be used for some new types of animations. Exactly what types? Well, the people on the Discord server have already been teased. If you’re not the sort to go on Discord, then you’ll just have to wait for Friday now won’t you?
Spriting and Art
Urimas is currently working on the new (delightfully sexy) animations(Spite Salty by complimenting him on his rock hard work ethic!). The previews look great so far and have been well received. The first animation is an experiment to test the waters, and we’ll be taking feedback on the scene. If the public adores it, then there will surely be more.
Koops has finished Doll Manor’s linework(like a fucking winner, all praise me). It’s currently undergoing inkwork by Stinkehund(Like an even bigger winner). This means I can write up the remaining TF sequences and start work on the second part of the game’s scenario. I expect I will be doing that in December.
Chickenwhite is sufficiently recovered from her surgery to return to work(YEAAAAAAAAAAH!), and has informed me she is shaking with pent up art desire. It’s like an addiction to drawing. Please art responsibly.( Dont listen to Salty, kiddos! He doesnt know whats hip and cool like we artists do)
Music? SFX?
I have commissioned DrDissonance yet again to produce a new track. A lot of people indicated they weren’t too happy with the Serenity Observatory theme, as it sort of mixes the ultra-creepy too hard and the neutral not hard enough. I want to use the theme for other areas, and instead asked DrDiss to make a new neutral-zone theme more suiting to the observatory’s comfortable feeling.
I also asked him to whip up some SFX. This is underway. I am not sure what will be ready by ✧・゚: *✧・゚:* Friday’s PUBLIC RELEASE *:・゚✧*:・゚✧
I’ve also asked voice-producing person CocoMint(yet another YEAAAAAAAAH) to make the voice samples for the Chapter 5 characters. The voice samples are borrowing Chapter 1’s characters. So far nobody has asked me why Florentina and 55 have the exact same voice, but they will eventually because those two will be sharing a screen in Chapter 6.
And Most Importantly
Our Discord server now has custom emojis.
Accepting Game of the Year nominations now.
Argue about this post on the forums!
Support our monster girl addiction on Patreon!
Join our Discord and yell at me in person!
Follow us on Tumblr to see Koops’ awful puns! (thaaats me!)
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BREAKING NEWS!
Do you like JELLIES?

no- not that kind
What about BAD PUNS for BOOK TITLES?? Well BOY HOWDY do I got something for YOU!
Introducing to our beloved, $5 donation Patreon Fans, from the wondrous storyteller MarioneTTe himself, I bring you...
JILLIN’ WITH JELLIES!
“After her escape from the touchy cultists, Mei finds herself in an unknown forest littered with strange trails of slime. Will she find a way out before she becomes dinner for whatever strange creature has left these trails, or will it be she, herself, who gets filled up?”
If this catches your jellygirl-loving fancy,please consider dropping $5 into our sexy widdle patreon box to get the full story!
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Dr Dissonance: The Music Maker, Jams Composer, The Dream King On The Audio Scene, Ect
What follows is a guest post by Musician/Unlicensed Surgeon, DrDissonance.
First, the project update:
I’ve resumed work on the next part of scenario content. I have a big long bug list but I want to keep content updates rolling out. The 5$ 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)(eyyyy) 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.(you’ll never catch me alive, Salty!!)
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 (Dr Sexy) 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.
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)!
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]
CUE APPLAUSE FOR RENOWN DR SEXY DRDISSONANCE
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November Update for the chilly crowd!
So before we go any further, Doll Manor will go out to 5$ patrons on Wednesday, along with Mario’s first Pandemonium story, “A Handy Situation”.
I have some more things to do on Doll Manor before it’s ready for its first prototype. It’s bugfixes to the scenario there to make sure all the obvious ways to break it are handled. The non-obvious ways will remain until you guys start reporting them.
Programming Stuff
Bugs bugs bugs. We’ve already put out a couple new versions of the prototype, which can be found on the Prototype 5 downloads page if you’re a patron. I intend to spend the next week just fixing all the bugs that have built up, and after that, on to the content additions.
Art and Whatnot
New tiles are rolling in from Urimas. Stinkehund has some full-screen CG images he’s working on, which you’ll see later in Chapter 5’s development. We also have some nice bonuses from Koops this week.
There were five dolls in Chambers of Pandemonium: Dancer, Geisha, Goth, Bride, Princess. I wanted to have six (since six is a bit of a thematic number in this game) so I asked Koops to come up with some new ones. Here are the ones that didn’t make the cut.
Blow-up Doll. Kind of an odd misinterpretation of the word doll.
Dough Babe. Actually a pretty cute design.
Dough Baby. Be very careful how you word things when asking for art concepts.
Okay now she’s just fucking with me. (and i wouldve gotten away with it too if it werent for you meddling programmers!)
Argue about this post on the forums!
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Updates here! Get your fresh n’ toasty Updates!
That’s right, Prototype 5-3 is now going out to patrons! Check the Prototype 5 downloads page (or your patreon inbox if you haven’t done this before) to get it, and enjoy all the hard work.
If you’re not a Patron, now’s your chance! The prototype will be released to the public on November 31st, 2018.
Note for OSX Users: Due to the recent release of Mojave, the XCode toolchain is borked and attempting to fix it tells me the software is not available on the Apple servers. It’s probably a small fix, but for the time being I don’t have an OSX release. I will patch one and release it as soon as I figure out what’s wrong. I am not the only one having this problem either, so hopefully someone else figures out a workaround that doesn’t involve Apple’s poor third-party support.
Note for Linux Users: The version provided has an executable, PandemoniumLinux, which should run. This is a 64-bit executable and will probably not work on 32-bit systems. You can also try building it yourself, here’s a guide!
If you’re a Linux user and cannot run the executable straight out, try running it via the console: 1: Open a console, navigate to your Pandemonium install 2: type “./PandemoniumLinux” to run the program. 3: If you’re a more experience Linux developer, please let me know how I can fix this in the future so it runs with a double-click. I’m not an expert on this stuff.
As per usual, please SPOILER your bug reports on the forums. We also now have a public-visibility bug tracker on Trello. You can also join the Discord to give feedback and receive help quicker, the regulars will probably set you straight.
Other Stuff
DrDissonance has completed what I needed of the soundtrack, and it will be patched into the next non-bugfix release of Prototype 5-3. We will also be featuring a guest-post by him later (next week?) about his development process.
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Another Spooooooooky Update: October Oct, 20Octeen
There’s more than the usual number of 8’s in the date, so I can’t w8.(Wait Salty, i thought you were a squid)
It is also Canadian Thanksgiving today, which means nothing to a lonely person like me.(8 is the loneliest number, but at least its got a nice belt)
The Let’s Play
So I tricked the sucker artists into doing a 2-hour Let’s Play of Chapter 1.(He succeeded.) They did this a while ago but I forgot to mention it last week.
If you want to listen to Koops, Chickenwhite, and Stinkehund both play the game and talk about some of the artistic decisions behind it, as well as listen to Koops struggle to voice act some of the lines, here you go:
https://www.youtube.com/playlist?list=PLhbLa-pFof9Jm-3cwUw7DjXeGUHQuccNI
Content Warning: Extremely German.
The Coding
I wrote the same cutscene 16 times.
No really, 16 times. This is because the next section of the story is a point-of-no-return sequence and it takes place at about the halfway point of Chapter 5. Which means that what you’ve seen so far is about half of Chapter 5’s story content.
After this point in the story, the sidequests you did in the first part start to affect the main story more heavily. And because there are four major subsections (Equinox, Electrosprites, Serenity, and Tellurium Mines), there are therefore 16 combinations. Each of them is unique, some have more in common with others, and the last one is totally different than all that came before it.
I’m now working on the maps I’ll need for this section, and then all the NPCs and scripting and whatnot. My objective for Prototype 5-3 was to have the next two areas completed, and I will probably start on getting the third area done but dummy it out for the prototype. I will spend the back half of the month testing and fixing bugs.
The Art
Chicken is back to full production after her illness. Stinkehund has completed all of the re-inking, though it will be some time before we get around to normalizing the shading. I’m psyched. Urimas is currently getting me sprites for the upcoming Sunrise Gala.
The Music
DrDissonance has completed prototypes of all the music, and is putting finishing touches on it. It will definitely be completed for Prototype 5-3.
The Stories
MarioneTTe has written most of the slime-based story that is planned for October and has started planning for the other story, which I am informed will feature cultists. But, like, sexy cultists. Probably. Suffice is to say that the canon between the stories and the game will not align 100%, since the two mediums are not the same and tell stories differently. Consider it to be an adaptation.
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Spoookiest Development Upd8 yet!
October 1st 2nd 2018
Programming Stuff
Good news Boos and Ghouls! The Linux Build has been completed! That’s right, I spent some time installing Linux Mint, and then built Pandemonium on Linux. Thus Prototype 5-3 will have a Linux build when it comes out.
Not only that, I wrote a guide on how to compile it on your own Linux distribution in case yours can’t handle it. This will be released alongside Prototype 5-3.
Otherwise I’ve been writing cutscenes and dialogue.
But Wait, There’s More!
Another announcement this week is that you will be able to keep and use the Zom-forms! Right now this only refers to the Zombee form from Chapter 1. This likely won’t make it into Prototype 5-3 since it will require a lot of extra coding and I don’t know if I’ll have time for it considering how far I have to go, but if I have a few days towards the end I’ll try to cram it in. (thats one way of putting it)
Essentially, the Zombee form acts as a super-form usable during combat. Character damage increases by 100% and damage taken decreases by 25% for 3 turns when activated, and the form has a 10-kill cooldown (all number subject to change). But, using this form causes Mei to start to hear… voices… and new cutscenes and dialogue options may present themselves.
But Wait, There’s More!
Because I spent several days last week working on contract, Pairanormal is almost ready for release barring a bit of testing. Well, I’m going to try to get a free copy for all patrons to be released whenever Chic allows it. It’s not a transformation game but I did build the whole thing so that has to count for something.
But Wait, There’s More!
Are you a 5$ Patron? Well, notable editor and madman MarioneTTe has volunteered to write some transformation fiction which will be available for download! The stories are going to be published on Amazon for e-readers and will be purchased for a couple bucks each, while 5$ patrons for a given month receive free copies. MarioneTTe receives 50% of the proceeds while the other 50% go to the team’s development budget.
This is intended to be a proof-of-concept project. MarioneTTe wants to get back into writing smut and I’ve been trying to get him to write transformation smut for a while, so this is a nice way to get you guys even more content. If there’s enough interest this will continue into the future.
The first story has already reached draft phase and stars Mei and a voluptuous slime girl. We’re still researching the specifics on how to deploy this work so stay tuned.
But Wait, There’s More!
Actually there isn’t more. DrDiss sent us a new version of the boss theme, Chicken made some dresses, Urimas made some sprites, and Hund finalized the dialogue emotions with inking and shading.
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UPDATE! GET YA UPDATE HERE!
Programming Stuff
This week, I got some contract work for the Pairanormal project. The proceeds from this project should basically pay for the upcoming soundtrack, meaning that work I do on it technically counts as Pandemonium work. Sort of.
On a different note, I’m partway through the cutscenes for the next segment, but there’s lots to go. The segment of Chapter 5 after the LRT has some cutscenes, character building, and a brief combat section. I expect I’ll be done the contract work later this week (probably Wednesday) and then I’ll be trying to clear the cutscene work and get to the combat section by the end of the week.
Artistry
Artist Chickenwhite has gotten us the dress designs we CRAVE and will be getting us the special designs, as well as Raiju Christine, this week. The basic dialogue emotion work is complete, and I’m going to be sending her onto as much TF-sequence work afterwards as we can get done in October.(you could say the TF-Sequences have been turning out great!- yeah i’ll show myself out)
Hund believes he can get all the ink reworks done by the end of October and I think he’s got what it takes. Patrons have already seen how much better they look, it’s astounding. Last count he said there were 15 to go.(Hes really been hounding himself to get it done so I think he can do it!)
Urimas continues to exist. Spritework is up to date.
DrDiss has sent me a second batch of music for Sophie’s themes and a boss theme. It’s good stuff and I honestly don’t know if it will be ready for 5-3, but here’s hoping.
Other
There will be a relatively big announcement next week, which I would announce right now but I’m currently talking the specifics out with the team. Folks on the Discord have already heard the preliminary bits. Stay tuned!
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Development Update!
Programming Stuff
Good news: The electrosprite sidequest is now completed (barring a few lingering spelling errors) and has passed its first round of tests.
I am honestly not 100% satisfied with it, I think the quest needs more ‘meat’, but this will suffice for Prototype 5-3. Presently, there is one ‘level’ to the Text Adventure, and upon completing it, the sidequest is basically over. Short and sweet. I intend to add one or possibly two additional levels to make the quest flow a bit better, but that will have to be post 5-3 and based on player feedback.
Otherwise I am now working on the next area of the main quest. However, I doubt we’re going to make the September deadline for Prototype 5-3 because of art stuff.
Art Stuff
So we have bad news on two fronts. First, concept artist Koops badly burned her hand and has lost several art days as a result. I expect a full recovery soon enough, but that puts us behind schedule. (my burning passion mustve gotten the better of me!)
Second, artist Chickenwhite both suffered from wisdom tooth removal, putting her in a lot of pain until she got them pulled yesterday, and had to deal with problems with her employment. Let’s just say her employers had effectively quadrupled her workload and she’s only been doing art on the weekends. This is expected to end in the next week, but once again, our art is way behind where we had expected.
On the bright side, Stinkehund estimates he will have all the extra inkwork done by the end of September and will be able to finish all the maps we need for Chapter 5 as well.
Urimas, as per usual, is just doing tiles and sprites. He, somehow, is always on the ball.
DrDissonance is making music because that’s his job.
Because of the problems with the art, I am tentatively moving Prototype 5-3 back to October. This gives me some extra time to polish up the scenario work or to do extra testing, so it’s not all bad, but I’m still not happy with the delays.
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An Update for the Ages!
Programming Stuff
So, last week I had to attend a funeral and the entirety of North America was covered in smoke from forest fires. This made accomplishing anything a real challenge. I managed to get the maps I’ll need for the Electrosprite quest done and get some of the early cutscenes implemented, but that’s about it.
This week I’ll be writing the rest of the scenes before integrating Text Adventure into the single player gameplay. This might be tricky or it might not, but the smoke has cleared and I have no other obligations this week. That means it’s time to get productive, baby.
Artistic Stuff
Urimas has completed the Steam Droid and Darkmatter Christine sprites, and is on Electrosprite next. After that, he has to make some tiles for me and then it’s on to the new designs, Raiju and Doll.
Koops has completed the first doll transformation sequence for the Doll Manor bonus content. There’s a total of six, and a few other characters to concept, and then she’s effectively done her job for Doll Manor. She’s way ahead of schedule, good job Koops! (i’ve been having a ball with the designs!)
Hund has taken the time to redo some of the old inkwork to match the new style we’re using. Meanwhile, Chickenwhite was out of town and will be back to work tomorrow.
Music Stuff
DrDiss sent us previews of the Regulus Surface theme, the Nix Nedar theme, and Breanne’s theme. We sent our feedback and I gotta say, I’m liking what I’m hearing so far.
Otherwise, it’s just more work for the lot of us.
At this point, I’m not sure if we’ll meet the End of September target for everything I wanted to get into 5-3. I had intended to have the next two areas of the main story done by that time, but the extra work for Doll Manor may force me to push that back or cut a section. Time will tell how far we get.
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#announcement#pandemonium#hentai game#monster girl#crosspost#join us for some cute *ghouls* haahHAAAAAAAHAHAA
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