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

I’m in the middle of implementing a whole new lighting system in DunPan.  Here’s a screenshot showing some of the debug overlay graphics used when testing.  Pyew pyew pyew!
That’s all.

I’m in the middle of implementing a whole new lighting system in DunPan.  Here’s a screenshot showing some of the debug overlay graphics used when testing.  Pyew pyew pyew!

That’s all.


#Dungeon Panic #screenshot #pyew pyew pyew

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!

#Dungeon Panic #Princess Panic #games #mobile games #Developer John #technicals #screenshot #update #shortpach games

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!

-Developer John

#Dungeon Panic #Developer John #development #screenshot #bugs #princess panic #Shortpach Games

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!


#Dungeon Panic #Developer John #Screenshot #Princess Panic #Kickstarter #mobile games #games