Last night we pushed a new Dungeon Panic version up to Google; version 0.0.5, aka “Alpha 2” aka “the Dungeon Build.” If you’re a backer and you’re signed up for the alpha, you should have the new version pushed to your device(s) already, or very soon if not.
As we mentioned in a previous Kickstarter update, we gave ourselves a deadline of Oct 25 to get something to the backers, regardless of the current state of the code. We went a little over time and spent the weekend getting some last stuff done, but it was necessary.
So, the first (randomly generated) dungeon is now playable, with whatever character the player creates in the CharaMaker. It’s very rough still; it is an alpha after all. Bugs and glitches abound. It’s also fiendishly difficult, as Default Dude above can attest. Those Skellingtons and Green Slimes don’t make it easy! We’ll continue tuning that as we go.
Expect incremental updates to roll out on a pretty regular basis from here on. We’ll post something for the more notable ones.
Also, if you have been a visitor of the backer forums, let it be known that I am checking it regularly again and posting weekly updates. Kickstarter updates will tend to lag behind for logistics reasons; the backer forum is the Prime Spot. C’mon back.
If you’re a DunPan backer wondering what the current status is, I’ve posted a humble update to the backer forum. It’ll be cross-posted as a Kickstarter update as soon as Josh is able.
tl;dr is I had some personal delays, but things are getting back on track and expect a beta-ish release with gameplay sometime in October. Also, a little something PrinPan-related will be coming this weekend; we’ll let you know here when that’s ready.
Good day, followers and backers alike! Developer John here for another progress update.
Last time I showed you a little of what was cooking with the Auroran Overworld. We’ve added quite a bit of polish since then, and found just the right tune for the generator. The world looks quite excellent now and as ever will be different for everyone who plays.
The world will be quite large too, giving us plenty of opportunity to fill it with Stuff as time goes on. And even in the wilderness things won’t be boring by any means; time passes, day turns to evening and then night. You might find something hidden away in a deep forest, and you may just find that things aren’t as safe above-ground as you might expect…
Not everything is Out There, though! While the Town might not be as mortally dangerous as the wilds, there will be plenty to explore and experience at home. We’ve been designing and creating a bevy of domiciles and storefronts and all the little embellishments that really make a place come alive.
Right now we have a Game. Town, Overworld, and Dungeons. It’s early days yet, though. The amazing success of the Kickstarter has fueled us to fill the initial release with as much awesome as we can and still produce a product in a reasonable amount of time. We’re chugging away at it! We’ll keep updating as we get further and further.
Who likes techincals? I love technicals, so my last offering in this update is a little bit about how we’re doing character customization. While enemies and Special NPCs have one fixed set of animations, the player and generated party members are done a little differently.
The final image here is our Default Test Guy sprite sheet. We’re using it to debug and fine-tune the palette-swapping mechanism and character drawing. Each character is built up from individual pieces and then each piece is color-mapped when rendering. The character sprites you see on the world and town screens above are rendered from these pieces and the GPU does the color-correction.
The player will be able to create a character from a myriad selection of pieces and colors, and NPCs are generated randomly in the same way. Neat, eh?
So I am most likely just confused, but considering the goal for unlocking Borealis Wasnt reached, will it be implemented in any way other than "Princess B is from there"? I ask because Borealis honestly seemed like a great Idea, Perfect Countermeasure to Aurora. Plus, Princess B is Cooler than Princess A... Regardless, This looks to be a game well worth my and everyone else who finds out about its time... or at least, worth trying out.
We really wanna do Borealis and give B a presence in the game as well. Basically since the stretch goal wasn’t met, we hope to include it as a paid expansion pack rather than an initial part of the game. Denizens of B’s kingdom will visiting Aurora as well.
I know it seems like we’re favoring Princess A quite a bit. We’re still so much more used to working with her world at this point, since that’s the part of Princess Panic we’re still working on, plus all the general development work is being done with A and her fairy. We do love B as well, though. She’ll get her fair share of blogtime in the near future.
Do you have an official color scheme for A and B yet?
We’re still planning on having players choose from a few color schemes when the game begins, with the ability to unlock more schemes as you collect items and achievements during the game.
Personally, I actually like A’s green-haired scheme the best. But the pink-haired one is more or less her default one used in most of our art. I thought it’d be fun to include both in the sticker sheets.
Hello, Josh Lesnick. As someone who loves 2D artwork in video games, I have my own aspirations for making a game with 2D artwork traditional animation. I'm just curious, but do you have any past experience making 2D art assets for videos games? Do you have any experience in video games in general? If not, what's it like to be getting your feet wer with an indie project like this?
The answers, in order:
Nope! Except for playing them.
Kind of terrifying, but exciting! I’ve said this a few times before, but really it’s working with a team that I’m enjoying the most. I’m learning new things every day!
Princess Panic is pretty much my main project, while my role in Dungeon Panic will be relatively minor, and I’m pretty thankful that the guys came up with the idea. It is helping me transition from comics to games a lot more than jumping straight into a huge, elaborate RPG!
Oh gosh! We are less than 24 hours from campaign end and we have just now crossed the $12,000 mark. Princess A’s Basement will now be a part of the game!
We still have many hours to go, though, and the vaunted $15,000 "Unlock Borealis" stretch goal beckons with hamburgery might!
What would that mean? I’ll tell you!
Borealis is home to Princess B, and is a darker, creepier, and perhaps more dangerous place than Aurora. Where Aurora is notable for its cute critters and inhabitants, Borealis is known for its badass beasts and extra-rough citizens. Caverns are monster mosh-pits, towns are neon-lit dives. Princess B wouldn’t have it any other way!
So, the run-down:
A second game area to explore, with a different town and new dungeon types! Choose to play your game in either Aurora OR Borealis!
A whole slew of extra quests and characters!
Princess B makes her appearance!
Does that sound cool? I think it does, yes ma’am.
As I write this, we still have a few of the limited tiers left. There are several of the $35 print tiers still available (for both prints). There is one $60 art tier and there are two $70 “Name a monster” tier slots left as well.
If you were holding off, now’s the time to grab or upgrade!
Also, if you are at one of the lower tiers, don’t forget that the $8, $11 and $15 tiers, and all above them, include Kickstarter-exclusive goodies.
The $18 tier includes all the goodies PLUS all three sticker packs of Princess A, Princess B, and the Fairies.
The $25 tier includes ALL of that and a digital art book that will feature DunPan and some PrinPan concept artwork. It’s a pretty good deal!
And, just to reiterate, any bonuses you acquire through the Kickstarter will always be available to you, no matter what system you are playing Dungeon Panic on in the future.
While I’m mentioning that, let’s go over all the stretch goals that have so far been unlocked.
The First Goal was $4500, which unlocked an OUYA port!
The Second Goal was $5500, which means we bring DunPan to iOS!
The Third Goal was $6500, which unlocks Item and NPC trading over Internet or NFC!
The Fourth Goal was $7500, and unlocked “cloud saving,” which allows you to pick up and play the same game on any device, no matter the device, so long as you have an Internet connection.
The Fifth Goal was $8000, which unlocked Kicky, a special town NPC available to everyone.
The Sixth Goal was $10000, unlocking extra unique quests on top of the standard generated quests the game will have.
The Seventh Goal was $12000, just unlocked, which means we implement a special challenge dungeon, A’s Basement!
And the Eighth Goal is $15000, Unlocking Borealis! Can we do it?!
From the entire Dungeon Panic team, thank you for your support. We are in awe over the reception our little idea has recieved, and we are anxious to get to full production mode. See you soon!
Who likes screenshots? I know I do! Please, feast your eyes on our first in-engine development preview. This is a direct screenshot from my current test build running on my Nexus 7.
This is no Photoshop mockup, this is an actual frame from the engine. As you can see, we will have fancy, dynamic lighting. Torches will flicker and waver; spells will light up things dramatically; evil beasties’ eyes will glow with dark intent from the shadows.
The room and corridors are generated and tiled dynamically, too. We are still in early development, fine-tuning the look of everything, and a lot needs to be done on the final design, but work progresses steadily.
We’re down to 8 days! We want to hit those stretch goals as much as you, so get the word out, tell random passersby about us, post subversive fliers around your college campuses, help us get there!