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
Something a bit different today… video! Yes, the latest Android version now provides for screen video capture, which means we can show all you fine folks who either aren’t backers or who don’t have an Android device just what DunPan is looking like. I’ll be making these at intervals as I have time.
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?
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.
The holiday rush is starting to die down and work is beginning to pick back up. We’ll have more to say in the very near future, and of course surveys and such for our Kickstarter backers. I just thought I’d give a little Friday update.
Our iOS development hardware is just about here. We won’t be able to dig right into it, of course, but we will be able to get thing set up and work on it piecemeal over the coming months. After the Android/OUYA release, we’ll focus on iOS in earnest.
Speaking of the OUYA, that photo? That’s the OUYA launcher software running on my Nexus 7. Our dev hardware has shipped, and the software dev kit has already landed. I’m spending a little time today getting my hands dirty with it. It’s very exciting.
That’s about it for today. We’re already seeing the results of the Kickstarter campaign, and we’re in for a pretty wild couple of months once full production ramps up next week. Stay tuned!
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!
Hello dear followers and backers! Developer John here yet again for a little mini update.
We are now at $6,648 with 427 backers. Again, endless appreciation from everyone to all our supporters. The team continues to work in the background, preparing for our big production cycle. We’ve got a few more reward tiers coming, and since we’ve happily passed the $6,500 stretch goal, we will be announcing what the $7,500 goal is soon. I think you’ll like it.
Now, in regards to a PC port (meaning Windows, OSX, Linux), we know and have been hearing that many of you want it. Some want us to offer it before backing, others have backed the project but won’t be able to play it on mobile devices for various reasons.
We understand! We want a PC port too.
However, we have evaluated all the requirements for creating a PC port and have decided not to offer it as an element of the Dungeon Panic Kickstarter campaign.
Allow me to explain.
The goals of the project, from the beginning, have been to create a small, relatively simple game on a small budget, and to provide a polished product as a kind of initial offering from our team. We chose to make Dungeon Panic as a mobile game specifically so that we would be forced to make hard choices in regards to scope and user interface.
Before announcing every reward tier offering and stretch goal, we have been carefully evaluating whether they would result in overextending ourselves and the scope of the project. Some have gotten the axe early, some we are still evaluating. We want to make sure that we are able to fulfill our promises as set forth on the Kickstarter project, and to do so in the best, most professional, and most highly polished manner we are able.
Promising a PC port through the Kickstarter campaign, when we are uncertain of the full effect such an effort will have on the product as a whole, would be irresponsible.
It’s not all bad news, though.
As I said above, we want to see Dungeon Panic on more than just mobile devices as well. We simply want to be able to take the time to do it right, no matter how long that takes and, in the worst case, to be able to decide not to do it if it doesn’t make sense.
And, by the way, should we release a version of Dungeon Panic on other systems after the initial Android/OUYA/iOS releases, all in-game Kickstarter rewards will still be fully honored. That’s a promise on which we can and will deliver.
As you know, yesterday we reached goal on Dungeon Panic, and as Matt mentioned we are a Staff Pick on the Kickstarter site. Awesome! We are celebrating by doubling down on DunPan work, and good things are happening.
Better than that, though, is that we’ve now blown right past the OUYA port stretch goal, and are well on the way to the iOS goal! Stunning, really. As I type this we are at 301 backers with a combined pledge of $5,083! Another $417 and we are there! Help spread the word and help get us over that mountain!
Also, we are almost entirely sold out of our limited-number upper tiers. A massive thank you to all the wonderful people who have pledged at those levels. We have more tiers coming. We are still working out the feasibility of some of the material things and will keep you updated on those as we have the deets. We do have more in-game rewards on the way, one of which will be a Kickstarter-exclusive unique NPC to have in your town and take on adventures. We are having a lot of fun getting that ready to show you.
We are also getting the next stretch goal ready for when we hit the iOS goal. More on that soon.
From the team, thank all of you again for the fabulous response! Tell your friends, tell your family, get the word out, help us keep pushing this project further and further!
Hello Tumblr followers! Developer John here with a few messages from the team.
First off, wow! As I write this we have just crossed the 24 hour mark, and we are already over half-way to goal! Outstanding! We are still riding high from the great response, and to everyone who has backed us so far: thank you, thank you, thank you!
Yes, we have more reward tiers coming. The success of the top $90 tier was, frankly, surprising. When they are ready, we will let you know. Today’s U.S. holiday puts a damper on things, but we’ll get back to you as soon as we can.
And, remember, if you’d like to support us but aren’t interested in the game itself, you can pledge at the $1 level and get a comic! Support comics AND indie games all at once! That’s a pretty good deal.
And now, since we have noticed some quiet rumblings, I’ll speak a bit about our choice of platform.