MAX MCGEE'S PROFILE
I CAN'T NOT MAKE GAMES.
I have enough lockerspace to hold an episode of Friends.
"We'll make a toast to absent friends and better days,
To remembering and being remembered as brave
And not as a bunch of whining jerks!
Don't lose your nerve.
Do not go straight
You must testify
(or I'm going to come to your house and punch you in the mouth)
cause CLOWNS MUST STAND."
- TW/IFS, "All The World Is A Stage Dive"
I have enough lockerspace to hold an episode of Friends.
"We'll make a toast to absent friends and better days,
To remembering and being remembered as brave
And not as a bunch of whining jerks!
Don't lose your nerve.
Do not go straight
You must testify
(or I'm going to come to your house and punch you in the mouth)
cause CLOWNS MUST STAND."
- TW/IFS, "All The World Is A Stage Dive"
Iron Gaia
As the only human awake on board a space station controlled by an insane AI with delusions of deification, you must unravel the mystery of your own identity and discover: "What is the Iron Gaia?"
As the only human awake on board a space station controlled by an insane AI with delusions of deification, you must unravel the mystery of your own identity and discover: "What is the Iron Gaia?"
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Breath of Fire II: Hearts Aflame
"HEARTS ON FIRE, HEARTS ON FIRE, BURNING, BURNING WITH DESIRE"
-HAMMERFALL, "HEARTS ON FIRE"
It is a colossally ridiculous metal song (the video is so laughably ridiculous i can't look directly at it for more than a few seconds or i lose my shit). Your game's subtitle put it in my head. That's all.
What are you thinking about right now?
I waver between posting things recklessly without review and overanalyzing my posts to the point of abusing the edit button several times a minute (is this joke funny? too meta? will they get it? too diffident? too self-deprecating? too self-aggrandizing? am I being too honest and blunt for a random internet forum?)
Me too, I do exactly this! Although generally speaking when I post things recklessly without review it is generally apathetic sarcasm a la kentona.
@NeverSilent: Your English is way, way better than many native speakers. As a matter of fact, I had no idea it wasn't your first language.
alterego you were also passing flawlessly as a native english speaker, at least as far as I was paying attention.
Perhaps it was the 100+ death threats that did it for me, but I have a real hard time paying attention to what people around me say.
wait...WHAT...? What on EARTH could have prompted 100+ death threats? You don't have to tell me if you don't want to, obviously. I'm just an insatiably curious random.
What are you thinking about? (game development edition)
Do you guys think it would be possible/practical to crowdsource lots of little pieces of fluff writing/discrete world building (which would eventually appear in a game) to RMN via the forums? I mean stuff like in-game books or documents or something.
I think that might be a fun idea...and some times I feel too lazy to write everything myself orz...but I wonder if it would work...
I think that might be a fun idea...and some times I feel too lazy to write everything myself orz...but I wonder if it would work...
McBacon Jam
@Zeigfreid:
Thank you. Is Liberty on your team or is she in a separate reserve? I think working with you guys could be damn interesting but I am "keeping my options open" for now. (Ugh, I completely hate how that sounds, especially in the context of what could be perceived as my whining earlier. Really sorry!)
@Housekeeping:
Thanks, man. I hear great things about your writing! Thank you also, NeverSilent. Housekeeping, I will keep you--and several other people--in mind but I think I'm going to hold off for a little bit until this event is a little less...amorphous before I seriously think about locking myself in to a team. Or teams? Who knows!
I feel like I should also disclose that I am also talking to unity about partnering up on her team (which also includes slashphoenix) for this also but it is very tentative so far. I mean one might get the impression that my "dance card" is very full but the reality is that right now my dance card is Schrodinger's quantum dance card and is written on smoke and dreams where I have lots of partners and no partners all at once lol.
Kentona did you say something about wanting to make a post-apocalyptic game by the way? A few pages back? I almost missed that. Because, you know...<3
***
A few people have now publicly said 'if it is random I quit' so I would just like to say that I am actually totally cool with random. I am also fine with it going the other way. I'm easy.
***
See, Calunio is a good example of someone I have great respect for as a game designer but that I am pretty sure I would NOT work well together with. So there's definitely more to it than just how much I like or respect someone's work. There's also definitely a compatibility issue.
So I wouldn't necessarily want someone I don't want to work with to think it was because I didn't think they're like...*good enough* and likewise if someone didn't want to work with me I wouldn't necessarily think that they didn't think I was good enough. It's also an issue of just like personalities and who you think it would be chill to work with.
Thank you. Is Liberty on your team or is she in a separate reserve? I think working with you guys could be damn interesting but I am "keeping my options open" for now. (Ugh, I completely hate how that sounds, especially in the context of what could be perceived as my whining earlier. Really sorry!)
@Housekeeping:
Thanks, man. I hear great things about your writing! Thank you also, NeverSilent. Housekeeping, I will keep you--and several other people--in mind but I think I'm going to hold off for a little bit until this event is a little less...amorphous before I seriously think about locking myself in to a team. Or teams? Who knows!
I feel like I should also disclose that I am also talking to unity about partnering up on her team (which also includes slashphoenix) for this also but it is very tentative so far. I mean one might get the impression that my "dance card" is very full but the reality is that right now my dance card is Schrodinger's quantum dance card and is written on smoke and dreams where I have lots of partners and no partners all at once lol.
Kentona did you say something about wanting to make a post-apocalyptic game by the way? A few pages back? I almost missed that. Because, you know...<3
***
A few people have now publicly said 'if it is random I quit' so I would just like to say that I am actually totally cool with random. I am also fine with it going the other way. I'm easy.
***
See, Calunio is a good example of someone I have great respect for as a game designer but that I am pretty sure I would NOT work well together with. So there's definitely more to it than just how much I like or respect someone's work. There's also definitely a compatibility issue.
So I wouldn't necessarily want someone I don't want to work with to think it was because I didn't think they're like...*good enough* and likewise if someone didn't want to work with me I wouldn't necessarily think that they didn't think I was good enough. It's also an issue of just like personalities and who you think it would be chill to work with.
What are you thinking about right now?
I like turtles. <3
***
Anyway I am thinking that I am kind of amazed at the degree of 1:1 analogy between all of the issues brought up in the McBacon Game Jam thread and dating in grade school/group projects in grade school/team sports in gym in grade school/pretty much everything vaguely traumatic about being in middle school/high school. It is kind of hilarious/terrifying. Hilarifying?
***
Anyway I am thinking that I am kind of amazed at the degree of 1:1 analogy between all of the issues brought up in the McBacon Game Jam thread and dating in grade school/group projects in grade school/team sports in gym in grade school/pretty much everything vaguely traumatic about being in middle school/high school. It is kind of hilarious/terrifying. Hilarifying?
McBacon Jam
NeverSilent: Wow, I hadn't even considered that, and it's hard for me to admit as a person with chronically shit self-esteem, but I guess you could be right!
McBacon Jam
@YellowMagic:
IDK man at this point i have been in a committed relationship for 8 years so like...the entire idea of worrying about sexual partners seems incredibly mundane to me.
but creative partners on the other hand? now that's something i will "gladly" worry and dither myself silly in circles about at this point in my life as a frustrated/disgruntled creative/starving artist before biting the bullet and opening myself up to the possibility of *gasp* REJECTION.

It's all a matter of perspective I think.
There's also the basic human fact that I think all people WANT to be popular and desired. It's only natural. So when I see lots of people saying that they really want to work with 'X, Y, or Z' in this thread and neither X, nor Y, nor Z is me, it makes me feel bad like I am the kid getting "picked last" in dodgeball. I'm sure I'm not the only grown-ass adult person having grade school flashbacks over this.
But as I mentioned in my last post it's chaotically nebulous to what degree the "picking" has even started so yeah that feeling of being unwanted isn't necessarily fully justified.
IDK man at this point i have been in a committed relationship for 8 years so like...the entire idea of worrying about sexual partners seems incredibly mundane to me.
but creative partners on the other hand? now that's something i will "gladly" worry and dither myself silly in circles about at this point in my life as a frustrated/disgruntled creative/starving artist before biting the bullet and opening myself up to the possibility of *gasp* REJECTION.

It's all a matter of perspective I think.
There's also the basic human fact that I think all people WANT to be popular and desired. It's only natural. So when I see lots of people saying that they really want to work with 'X, Y, or Z' in this thread and neither X, nor Y, nor Z is me, it makes me feel bad like I am the kid getting "picked last" in dodgeball. I'm sure I'm not the only grown-ass adult person having grade school flashbacks over this.
But as I mentioned in my last post it's chaotically nebulous to what degree the "picking" has even started so yeah that feeling of being unwanted isn't necessarily fully justified.
McBacon Jam
Ziegfried McBacon: Don't sweat it so much, bro. It's alright. These things take some figuring out.
Honestly, you make a really good point on the otherhand my lifelong utterly crippling fear of rejection is covering his ears and yelling 'LALALALA I CAN'T HEAR YOU'. : )
I totally agree with you I mean you're factually speaking absolutely right.
On the other hand to be honest...to certain types (ok, I'll just the bite and bullet and call it what is: to people who suffer from my brand of anxiety disorder) getting rejected is a thousand times worse than just never asking and not being on a team anyway, lol.
This is why I have asked out one girl in my entire life. She said yes, which was nice so technically I'm 1 for 1. Every other girl I dated (not that there have been that many) including my current girlfriend of a million years asked me while I was cowering (or should I say cowarding) in the corner, which was really nice and took the pressure off.
I feel like this is very, very true. Well I would hesitate to label anyone "best" here because what are we even basing that on. But quibbling aside yes I feel like some of us have been waiting for the starting gun and some of us heard it days ago and were off running and it's just generally created a sense of confusion.
So I guess what I feel more than like, nervous or fretful about being on a team is just kind of confused and antsy as to what step in the process we're even at.
But I'd like to reiterate that I don't like blame or resent Zeigfried for this at all. I think he's handled this very democratically and informally and when you are chill like that you'll get some people who aren't on the same exact page and that's fine.
author=YellowMagic
I don't know - I really hope I'm not speaking out of turn here, but to me it seems like the majority of people who've signed up are now worried about forming teams...if they're so many not already in teams, maybe you guys should just bite the bullet and ask people you're interested in working with?
Honestly, you make a really good point on the otherhand my lifelong utterly crippling fear of rejection is covering his ears and yelling 'LALALALA I CAN'T HEAR YOU'. : )
author=SnowOwl
I don't see why anyone would feel left out before we even started. There are maybe one or two teams at this point, with the majority of participants not in a team. I'm not in a team yet but I am not worried in the slightest. There are several weeks left to find partners.
I totally agree with you I mean you're factually speaking absolutely right.
author=SnowOwl
Also, if you're so worried, why not at least try to ask the people that signed up before giving up without even trying. You're going to have to talk to your teammates eventually anyway. I dunno is there some kind of shame or fear in asking other people? It's not the end of the world to get rejected, you know.
On the other hand to be honest...to certain types (ok, I'll just the bite and bullet and call it what is: to people who suffer from my brand of anxiety disorder) getting rejected is a thousand times worse than just never asking and not being on a team anyway, lol.
This is why I have asked out one girl in my entire life. She said yes, which was nice so technically I'm 1 for 1. Every other girl I dated (not that there have been that many) including my current girlfriend of a million years asked me while I was cowering (or should I say cowarding) in the corner, which was really nice and took the pressure off.
author=Link2112
To me, this being an analogy, it seems like we were talking about playing kickball. We were talking about when to play kickball and what the rules would be. And before everyone is on the field, standing in line to pick teams, some of the best players already picked their teams.
I feel like this is very, very true. Well I would hesitate to label anyone "best" here because what are we even basing that on. But quibbling aside yes I feel like some of us have been waiting for the starting gun and some of us heard it days ago and were off running and it's just generally created a sense of confusion.
So I guess what I feel more than like, nervous or fretful about being on a team is just kind of confused and antsy as to what step in the process we're even at.
But I'd like to reiterate that I don't like blame or resent Zeigfried for this at all. I think he's handled this very democratically and informally and when you are chill like that you'll get some people who aren't on the same exact page and that's fine.
unity's Idea Depot
I'm gonna go ahead and dump another idea in the depot here. And then some.
speaking of huge posts
Ok, so when I first came back to RPG maker this year (this was back in maybe May, June, July, August sometime around then) I was working on this game called Impetus. I didn't upload it to the site or anything and I haven't promoted it at all and at the time I told myself I was doing it just for fun/just for practice. I hadn't done any RPG Making for 2 full years so I was trying to re-learn RPG Maker and to learn the pecularities of Ace.

Impetus was an exploration-focused choose-your-class-at-the-beginning science-fiction roguelike-like dungeon crawl set on a large civilian/commercial orbital space station called Atlas Station that had just been impacted by a mysterious planetoid called Leviathan. The planetoid was filled with living biomass and alien bioweapons so the impact didn't just massively damage the station, it also unleashed a ton of alien monsters and a deadly alien plague
Overall, Impetus was not set anywhere near Earth or in a galaxy where anyone remembered Earth or knew anything about any of Earth's cultures or customs. I wanted to create a setting that felt a bit more like 'high tech fantasy in space' with a total made-up culture and society as an intentional contrast to all of my other scifi stuff which has been much more grounded in the future of our reality.
It had a bit of voice acting at the beginning (recorded by my girlfriend LOL) of the intro. So I actually wrote a script for the intro sequence:
So, in the beginning you choose your class as either Assault Trooper, Griefer, Silhouette, or Biomechanic. At the start of the game it's strictly a one-character RPG deal (I was using a side-view ABS and I was happy with how it was looking and playing) as your shuttle/dropship crashes and you crawl away alone but my intention was that later on you'd gradually meet up with the three other classes you didn't pick and you'd have a complete balanced team by the end of the game. Each class would meet the other classes in a different order and different places (a little like the earlier RE games in that respect).





Ostensibly your objective besides to meet up with the other members of your squad was to rescue Governor Markov but that setup was purely meant as an "excuse plot" for an exploration and combat focused roguelike/dungeon crawl. See, the cool thing about this game was that every map was exactly 17x13 and every map was complete modular. Basically, I made maps as puzzle pieces that could be reusable with set connections. Every map was like an individual piece of a jigsaw puzzle that could be assembled different ways. So you'd have repeating areas with slight aesthetic differences, like corridors and stairwells and elevators and residences, grocery stores, pharmacies, cafes, banks, pawn shops, gun shops, hydroponics blocks, engineering blocks, operations and security and so on.
Trigger Warning: Absurdly gigantic image.

I did all of that with an eye towards somehow making it into a REAL roguelike, i.e. whenever you started a new game the overall game map would be a completely different configuration of those components. But I never actually was creative or skilled enough to figure out a way to event or code that. Anyway the station was going to be INSANELY MASSIVE (and ideally different every time) consisting of two towers with six decks each and a causeway connecting them in the middle. Keep in mind that each of the 12 decks would consist of 40-60 modularly connected maps full of monsters and treasure.

There was tons I liked about this project. I thought the battles looked great and I liked the way I had the skills and character customization set up (players could use skill points to buy both active and passive skills), I had the random treasure system all set up, there were on touch encounters that could be avoided with various field-map skills I'd evented, cameras that could be blinded with chaff grenades or slipped past with a cloaking device, and every single locked door had like four ways to open it: finding a keycard, using an autohack tool, placing a demolition pack on the door, or hacking it if you were playing as the biomechanic.
I kind of gave up on this project for a lot of reasons. By the time I got down to the second deck of the first tower the mapping and map connection process of my "little just for fun learning project" felt insanely tedious--WAY TOO MUCH GAM FOR ONE MAN TO MAK, so to speak. I had no idea how I'd actually implement roguelike map randomization and permadeath and I wasn't even sure that I wanted to push those random elements. More importantly, I had no idea where I was going with the story (or the world-building) beyond the initial hook, so the idea of writing up audio-logs and in-game notes to build up the story and setting in epistolary form seemed daunting. Ultimately, I was much more excited about the team of Regulators I'd created and the slick ass character select screen I'd made and the underlying game systems than the actual mission I'd given them, which wound up leaving me kind of cold. And then, most importantly of all, Lionheart and its still invisible sister project Grand Grimoire came along and became my labor of love. So since then Impetus has languished silently in profound non-completion, with a ton of work done.
So what I am getting at here is...I have a lot of stuff of every conceivable kind already done for this kind of thing that we could use. And even discounting that (let's say for instance that we want to riff on this idea for the McBacon Jam and therefore can't use any premade stuff), I have at least already thought about this hypothetical game idea of yours an unbelievably obsessive amount because I was trying to do something with a lot of interesting similarities.
Also what I am getting at is let us make this space planet exploration choose-your-own party game together <3.
author=unity
And here's where my mind get blown! Combining the Choose Your Party idea with this, having Sci-Fi equivalents to FF1's classes... that's just too awesome! Taking an exploration game and giving it the deep customization of class combinations and the research and tech upgrades... BLAM! AMAZING! :DDDDD OMG OMG OMG AMAZING!
Aaaaah, now I have waaaay too many thing I want to do! But less than before, I guess, because of combining? XD
And holy shit this post got huuuuge!
speaking of huge posts
Ok, so when I first came back to RPG maker this year (this was back in maybe May, June, July, August sometime around then) I was working on this game called Impetus. I didn't upload it to the site or anything and I haven't promoted it at all and at the time I told myself I was doing it just for fun/just for practice. I hadn't done any RPG Making for 2 full years so I was trying to re-learn RPG Maker and to learn the pecularities of Ace.

Impetus was an exploration-focused choose-your-class-at-the-beginning science-fiction roguelike-like dungeon crawl set on a large civilian/commercial orbital space station called Atlas Station that had just been impacted by a mysterious planetoid called Leviathan. The planetoid was filled with living biomass and alien bioweapons so the impact didn't just massively damage the station, it also unleashed a ton of alien monsters and a deadly alien plague
Overall, Impetus was not set anywhere near Earth or in a galaxy where anyone remembered Earth or knew anything about any of Earth's cultures or customs. I wanted to create a setting that felt a bit more like 'high tech fantasy in space' with a total made-up culture and society as an intentional contrast to all of my other scifi stuff which has been much more grounded in the future of our reality.
It had a bit of voice acting at the beginning (recorded by my girlfriend LOL) of the intro. So I actually wrote a script for the intro sequence:
<GNN LOGO APPEARS WITH JINGLE>
<FADE IN ON NEWS ROOM>
<NEWS GRAPHIC: CRISIS ON ATLAS STATION>
NEWSREADER: We now return to our ongoing coverage of the crisis on Atlas Station. If you are just tuning in to this breaking story, yesterday morning a planetoid approximately the size of our moon appeared, moving towards Cassandra Gemini at alarming speed.
<NEWS GRAPHIC: LEVIATHAN>
NEWSREADER: Sometime last night, this celestial body--which government briefings refer to as "Leviathan"--impacted Atlas Station, Cassandra Gemini's largest orbital platform where nearly a million citizens live and work.
<NEWS GRAPHIC: ATLAS>
NEWSREADER: Casualty reports are still coming in at this time, and the names of the dead are not known, but casualties are thought to be in the hundreds of thousands. Atlas Station suffered major structural damage upon the impact, the extent of which is unknown, but as of this broadcast has maintained its orbit. Leviathan, the rogue planet, appears to have become fused somehow to the station's superstructure.
<NEWS GRAPHIC: BAPHOMET>
NEWSREADER: Numerous civilian reports of vicious, "dragon-like" creatures alighting from the disintegrating planetoid Leviathan and attacking or abducting Atlas Station citizens remain uncomfired at this time. The most recent government press release decries civilian holocam footage of these creatures as a hoax, and denies the veracity of reports that these monsters have attacked citizens on the surface of Cassandra Gemini.
<NEWS GRAPHIC: DROPSHIP>
NEWSREADER (Receiving Breaking News): This just in! I'm receiving a late breaking report that the Planetary Governor was making an inspection visit to Atlas Station at the time of the tragedy. His current whereabouts are unknown. The Regulators, an elite special forces unit, has been dispatched to Atlas Station to locate and secure Governor Markov. We will keep you updated on additional developments as they unfold...
So, in the beginning you choose your class as either Assault Trooper, Griefer, Silhouette, or Biomechanic. At the start of the game it's strictly a one-character RPG deal (I was using a side-view ABS and I was happy with how it was looking and playing) as your shuttle/dropship crashes and you crawl away alone but my intention was that later on you'd gradually meet up with the three other classes you didn't pick and you'd have a complete balanced team by the end of the game. Each class would meet the other classes in a different order and different places (a little like the earlier RE games in that respect).





Ostensibly your objective besides to meet up with the other members of your squad was to rescue Governor Markov but that setup was purely meant as an "excuse plot" for an exploration and combat focused roguelike/dungeon crawl. See, the cool thing about this game was that every map was exactly 17x13 and every map was complete modular. Basically, I made maps as puzzle pieces that could be reusable with set connections. Every map was like an individual piece of a jigsaw puzzle that could be assembled different ways. So you'd have repeating areas with slight aesthetic differences, like corridors and stairwells and elevators and residences, grocery stores, pharmacies, cafes, banks, pawn shops, gun shops, hydroponics blocks, engineering blocks, operations and security and so on.
Trigger Warning: Absurdly gigantic image.

I did all of that with an eye towards somehow making it into a REAL roguelike, i.e. whenever you started a new game the overall game map would be a completely different configuration of those components. But I never actually was creative or skilled enough to figure out a way to event or code that. Anyway the station was going to be INSANELY MASSIVE (and ideally different every time) consisting of two towers with six decks each and a causeway connecting them in the middle. Keep in mind that each of the 12 decks would consist of 40-60 modularly connected maps full of monsters and treasure.

There was tons I liked about this project. I thought the battles looked great and I liked the way I had the skills and character customization set up (players could use skill points to buy both active and passive skills), I had the random treasure system all set up, there were on touch encounters that could be avoided with various field-map skills I'd evented, cameras that could be blinded with chaff grenades or slipped past with a cloaking device, and every single locked door had like four ways to open it: finding a keycard, using an autohack tool, placing a demolition pack on the door, or hacking it if you were playing as the biomechanic.
I kind of gave up on this project for a lot of reasons. By the time I got down to the second deck of the first tower the mapping and map connection process of my "little just for fun learning project" felt insanely tedious--WAY TOO MUCH GAM FOR ONE MAN TO MAK, so to speak. I had no idea how I'd actually implement roguelike map randomization and permadeath and I wasn't even sure that I wanted to push those random elements. More importantly, I had no idea where I was going with the story (or the world-building) beyond the initial hook, so the idea of writing up audio-logs and in-game notes to build up the story and setting in epistolary form seemed daunting. Ultimately, I was much more excited about the team of Regulators I'd created and the slick ass character select screen I'd made and the underlying game systems than the actual mission I'd given them, which wound up leaving me kind of cold. And then, most importantly of all, Lionheart and its still invisible sister project Grand Grimoire came along and became my labor of love. So since then Impetus has languished silently in profound non-completion, with a ton of work done.
So what I am getting at here is...I have a lot of stuff of every conceivable kind already done for this kind of thing that we could use. And even discounting that (let's say for instance that we want to riff on this idea for the McBacon Jam and therefore can't use any premade stuff), I have at least already thought about this hypothetical game idea of yours an unbelievably obsessive amount because I was trying to do something with a lot of interesting similarities.
Also what I am getting at is let us make this space planet exploration choose-your-own party game together <3.














