||Once upon a time, in the Kingdom of A, Princess A was about to sit down for a nice breakfast when a message arrived. The princess of Kingdom B has been kidnapped! Quickly she finished her eggs and toast and dashed out the castle gate, eager to come to the lady's rescue.
At the exact same time, Princess B was indulging in her morning lager when she too received a message. Someone has kidnapped Princess A! Without hesitation, she swigged down the rest of her beverage and began her quest to save the fair damsel!
And so began Princess A and Princess B's long, epic journey to rescue... each other.
Princess Panic! is the title of a 2-d yuri game based heavily on the mechanics of Paper Mario and other such platformer/adventure/RPG hybrids. Lots of action, silliness, puzzles, and romance will be involved. At the start of the game, the player follows the quest of each princess in an alternating fashion, and with each chapter, their journeys become more and more interlinked, to the point where the princesses find themselves depending on each other without even knowing it.
As yet, this is an idea blog, and production has yet to be started. It is way too early say if it will go beyond that, but who knows. Stranger things have happened.
The creator and owner of this blog is Josh L, whose previous work was a webcomic named Girly. If you're familiar with that comic you may know what kind of thing to expect here. Any artists, programmers, developers, publishers, and all interested parties can contact him at his email / facebook / twitter
A Kickstarter update from Princess A!
Yes, it is always nice to get the bonus items all nice and done so that all there is left is the final actual game!
We’re gettin’ there!
-Josh (& Princess A)
Yesterday was the poster-pocalypse, by which I mean all the posters have been sent out to backers who ordered them! Postal service gods willing, they should all reach their recipients early next week.
Dungeon Panic continues to chug towards beta. Most of the art is ready, but there’s still a lot to do before it’s beta-worthy. Updates as they come!
Quick news update! We had a flurry of activity as we prepared the Alpha version of the game for the Kickstarter backers. If you’re a backer and you haven’t downloaded the alpha yet, feel free to visit the Dungeon Panic Kickstarter page for more information! Right now the alpha only has the Charamaker, or character maker, available for testing. Some folks have even been posting their characters to tumblr, such as Hejji and Suavesleuth.
Since then progress, at least the exciting, visible kind, has slowed down as Kutani has spent much of his time ensuring that the game runs on as may Android devices as possible. I’ve been using the time to clear up some character animation (time-consuming stuff), but in a few weeks we should once again be moving full steam ahead towards the next phase of the game!
Hey all! Developer “Kutani” John here! If you’re a backer and you haven’t been keeping up with the Kickstarter updates, follow Severin’s advice and go check them out (found here). Get in on the alpha version now (Android only, sorry!) and as we update new versions will get pushed right to your devices. This version is the Real Deal, which means testing and bug-fixes now make a better game with every version, all the way out to release!
Introduciiiiing Frimp! Frimp is the latest monster we’re implementing into the game, with over half of his animation completed. Once he’s done we’ll be moving on from the monster phase, at least for Beta.
We have some exciting developments right around the corner! Pretty soon we’ll have a forum set up as a place to talk with backers and, eventually, to get feedback from beta testing. The game has really shaped up in the past few weeks, so I’m excited to share what we’ve accomplished!
Stickertiiime! I’ve begun mailing out the stickers for all the Dungeon Panic backers who ordered them. This is something I’m doing on top of my normal duties as the lead artist, so please be patient as I send them out a little at a time.
In other news, a light has appeared at the end of the tunnel, and we are finally clawing our way out of the character animation phase. You will have lots of options for character customization, and the town will be populated by randomized NPCs. Here’s a work-in-progress preview of what we’ve done so far:
We’ve still got a long way to go before all of this is finished, but we’re getting closer to a beta release, which backers will have access to.
In the mean time, we’re moving on to monsters!
Well, it’s been a while since we’ve done one of these, isn’t it?
While John and Severin have been working on Dungeon Panic I’ve mostly been off in the corner adding bits and pieces to Princess Panic. I’m still pretty confident it will be a thing someday. Enjoy this little bit of Brittany, whose character I recently started working on.
Hello! This is Severin, checking in with progress from Dungeon Panic. We’re currently digging our way through character animation, a process accurately depicted by Default Dude above. Thousands of precautions have been taken to keep this complicated process organized and efficient. At this point I’m seeing pixels in my SLEEP.
The weird creature above is a monster known as a Dragling! Dragling is big, but he’s not quite a dragon. He waddles around dungeons, bashing things with his head whenever the mood fits him, which is often. The animation for Dragling was done by the multi-faceted Matt Bixler!
Alright, so! A few months ago, I kickstarted for Dungeon Panic, a roguelike game that looked pretty fun. I went for the tier that gave me a digital collection by the lead artist of the game, Severin! I decided to ask him to draw for a couple of characters dressed up as classes in the game! So we have a souptenant and a MISTERY CLASS (read: a class in the works). I thought they looked cool as heck :D
Art by Severin Piehl. Check his stuff out! And check Dungeon Panic too.
Octavio requested I draw his OCs as character classes from the game, and they came out pretty cute! Hehe, 6 Dungeon Panic commissions finished, 4 to go…
Status Update 2013/03/01
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?
See you next time!
MORE POWER! This was commissioned by my buddy and roommate Charles Whittington, who draws the webcomic More Power. More Power is a comic for people who like motorcycles, racing, motorcycle racing, and Tim Allen. It’s written by my other good buddy Casey Mitchem, the Idea Machine.
This is commission number 4 of 10! If you’re still waiting on a commission from me, thank you for the patience, I’m moving as quickly as I can without sacrificing quality. More to come!
Hello Dear Followers!
These past many weeks have been very quiet on the development front because we have been, well, developing! Things are progressing as these things do; fortunes and setbacks abound.
Some of those setbacks can be interesting, though, and we thought you’d like to see one of our fun bugs. This week I’ve been working on the overworld generator, which involves a lot of tweaking and tuning.
One experiment resulted in the first picture you see above. Where’s all the grass? It’s a forested land of trees, rocks, and pools. Traversable, but not really what we’re going for. Still, I quite like it, and it’s been a while since we’ve shared anything in-game.
The second image shows more what things will look like, for comparison. The land is just filled with dungeons to be found, somewhere out there!
Do keep in mind that these are in-development screenshots! We’re still working out the design of things, especially UI, and there are glitches and imperfections that will absolutely get stomped out in the days between now and release.
That said, expect more from us as we get closer and closer to a finished product.
Till next time!
I hope you’re ready! Our musicman, Toby, has readied a track for everyone on his soundcloud page! Toby has been cranking out high-quality sounds like nobody’s business, and we are not worthy to bask in his glory. If you don’t believe me, just check out his latest track here!
Presenting the next commission: Cobra and Lady Armaroid! I had to draw Lady Armaroid punching someone, because she got to do so little of that in the manga. Seriously, invulnerable kung fu robots shouldn’t spend all their time on the spaceship making sandwiches. If you haven’t read Cobra, it’s an old manga worth checking out if you like weird aliens and lots of action.
Re-introducing Volt, Fahrenheit, and the Countess! I’ve been toying with the style, trying to strike a balance between what looks good and what meets the functional requirements of the game. There are still a lot of questions to be answered in terms of how the game will look, but we’re working our way through them each day.
Last week the prints arrived (they look great!) and this week I will be ordering the stickers, so expect those in the near future!