||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
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!
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!
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!
EDIT: Over! Thanks for everyone who watched! We’ll be sure to toss up a link when the interview is archived!
The Souptenants are as diverse as they are effective! Can you hold a spoon? Will you defend the honor of you Kingdom and Her Princess? Will you fill the empty stomach of injustice with the warm comfort of peace?
JOIN THE CAUSE!!
We’re in the single digits, everyone! This is where it all happens! If you haven’t contributed yet, HOOK US UP! If you have, SPREAD THE WORD!
It all comes down to you guys! Go!
GO GO GO!
A little in-progress treat!
Developer John checking in!
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!
I couldn’t wait for the game version, so I made my own Slime Puppy! (click for Dungeon Panic!’s Kickstarter)
This is adorable and you are adorable for doing it!
If you like things that are adorable then you’ll LOVE giving 11 dollars to Dungeon Panic’s Kickstarter!
Not the way I would have put it, but I’m no princess.
Hello! Animator Matt here again!
We’ve officially hit the halfway time on our Kickstarter! It’s been a whirlwind so far. We’ve gotten press (domestic and international!), we got funded in a week and kept on going, and we’ve gotten a big load of support and interaction from everyone who wants to see this game come to life!
We’re not done yet though! There are more stretch goals coming, and we’ve still got some surprises ahead that I think you’ll all be very happy to see.
I know a lot of you have already donated (because you’re awesome), but you can still help! Reblog this! Link people to the kickstarter! Rave about us on twitter! Post links on gaming websites!
Why, I’ve even got this handy dandy linking button for you website/forum signature/tattooing across your cleavage.
If you’re reading this, then we may have already convinced you! If that’s the case, then spread the word! If not, check out our kickstarter, and let us know if you have any questions.
Fifteen more days! Thanks for sticking with us, we’ll make you proud!
#thanks you guys
Animator Matt here, you might know me as the guy who put the Kickstarter video together.
A few hours ago we went past our goal, in less than a week no less! Around the same time we became a Kickstarter staff pick! The whole time we were all huddled over our internet in different parts of the world freaking out at each other.
The first and most important thing to say is thank you. Thank you everyone who contributed, thank you to everyone who spread the link around, and thank you to everyone who’s been following us since Josh posted a loose video game idea on his tumblr.
I can’t speak for anyone else, but I can honestly say this all just became much more “real” to me. I never doubted this game or stopped looking forward to playing it for myself, but to suddenly have hundreds of people give us thousands of dollars brings it all into focus. What’s been a collection of musings a bunch of us argue about over Skype is now a thing that a lot of people are going to anticipate along with us. I can’t wait to share the excitement I have for this game with all of you. You’ll be seeing more from us, especially our backers. Be ready for comics, sketches, and the sort of surprises that always happen during a project like this. I’m proud to have helped win all of you over, and I look forward to proving myself to you.
That said, this Kickstarter is nowhere near finished! People are still asking for more reward tiers, so those are on their way! If you’ve already contributed, you can keep helping for free just by spreading the link around! The more we get, the more we can do and we all want to share this game with as many people as possible!
I’m hitting the wall of rambling on, so I’ll just close by saying it a bunch more times. Thank you! Thank you thank you thank you!
#so many characters
Hey, everyone! As Princess A and Ade mentioned, we’re working on a new game! We won’t be dropping Princess Panic, of course, but we decided that approaching a smaller game as our first release would be a good idea. By working on a smaller game, we can come to understand the full process of planning, producing, and finally releasing a game, all of which will benefit us as we continue on Princess Panic.
And so, I hereby announce our new project, Dungeon Panic! We’re saving full details for the upcoming Kickstarter (soon!), but rest assured that there WILL be dungeon crawling in it, as the name implies. Dungeon Panic will be set within the same world as Princess Panic, and may feature some of the same characters. Most importantly, though, Dungeon Panic will be produced with a budget and deadlines, guaranteeing that we’ll get it done in a timely manner. Expect to hear more about Dungeon Panic VERY soon!