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?"
Search
Filter
Dragonslaying 101
Here is how I would (do) handle dragons:
Okay, so I think the key here is to make the dragons fucking scary. Incredibly scary. I think even the youngest and stupidest and sickliest and weakest dragon needs to be much smarter, craftier, more charismatic, and more clever and better at scheming than the shrewdest human rogue, needs to wield more arcane knowledge and power than the oldest and most brilliant human wizard, and of course, in terms of RAW KILLING POWER, needs to be able to easily take apart an army by itself.
I think you need to make the dragon(s) the rockstar, the fonz, the sephiroth. Make the dragon cooler than the slayer. What I'm saying is to draw out the david versus goliath nature of the fight as much as possible. DO everything possible with cutscenes, dialogue, atmosphere, dungeon building to leave every single hint that the player CANNOT POSSIBLY WIN and should TURN BACK NOW. Like, make it so that the player is ACTUALLY AFRAID OF THE DRAGON, BECAUSE DRAGON'S ARE SCARY, THE ULTIMATE MONSTER. When (if) the player manages to slay the dragon, it should feel like the greatest accomplishment of his/her life.
Make the dragon a character, not just a monster. Make the dragon noble, likeable, smart, scary, totally awesome.
I think a cool mechanic would be to have the player moving through the dragon's cave, and the dragon breathing fire at him as an obstacle in the dungeon long before the player reaches the dragon, a la the dungeon levels in the original Super Mario Brothers only much deadlier.
Oh and I think giving the dragon the ability to take a totally normal human form and talk to the player, while retaining all of the dragon's strength and power, is like a must. Especially if the player just meets a humanoid in the dungeon, and they have a weird/unnerving conversation, and then all of a sudden the NPC is like..."Oh, DIDN'T YOU GUESS? I'M THE DRAGON." and a huge epic boss fight suddenly begins OUT OF NOWHERE.
Okay, so I think the key here is to make the dragons fucking scary. Incredibly scary. I think even the youngest and stupidest and sickliest and weakest dragon needs to be much smarter, craftier, more charismatic, and more clever and better at scheming than the shrewdest human rogue, needs to wield more arcane knowledge and power than the oldest and most brilliant human wizard, and of course, in terms of RAW KILLING POWER, needs to be able to easily take apart an army by itself.
I think you need to make the dragon(s) the rockstar, the fonz, the sephiroth. Make the dragon cooler than the slayer. What I'm saying is to draw out the david versus goliath nature of the fight as much as possible. DO everything possible with cutscenes, dialogue, atmosphere, dungeon building to leave every single hint that the player CANNOT POSSIBLY WIN and should TURN BACK NOW. Like, make it so that the player is ACTUALLY AFRAID OF THE DRAGON, BECAUSE DRAGON'S ARE SCARY, THE ULTIMATE MONSTER. When (if) the player manages to slay the dragon, it should feel like the greatest accomplishment of his/her life.
Make the dragon a character, not just a monster. Make the dragon noble, likeable, smart, scary, totally awesome.
I think a cool mechanic would be to have the player moving through the dragon's cave, and the dragon breathing fire at him as an obstacle in the dungeon long before the player reaches the dragon, a la the dungeon levels in the original Super Mario Brothers only much deadlier.
Oh and I think giving the dragon the ability to take a totally normal human form and talk to the player, while retaining all of the dragon's strength and power, is like a must. Especially if the player just meets a humanoid in the dungeon, and they have a weird/unnerving conversation, and then all of a sudden the NPC is like..."Oh, DIDN'T YOU GUESS? I'M THE DRAGON." and a huge epic boss fight suddenly begins OUT OF NOWHERE.
My Screenshot is Bigger Than Yours!
I have no idea what the above posts are referring to. Has the offending pot been removed??
Thank you! Yes, all of the screenshots are from the same spacecraft. It's hard to convey a spacecraft with the tilesets I have, but I tried to give the impression using very cramped spaces and narrow corridors. And seeing the scrolling stars in motion helps.
@Max>> I like the atmosphere! Btw, is the first screen meant to be a spacecraft of some kind?
Thank you! Yes, all of the screenshots are from the same spacecraft. It's hard to convey a spacecraft with the tilesets I have, but I tried to give the impression using very cramped spaces and narrow corridors. And seeing the scrolling stars in motion helps.
Dungeons and Dragons [RMN Game Group]
Friday at 9:00 is not a great time (it's prime partying time, you guys) but I will give this a try once to see if it's any good. So, yeah, count me in for one of these fridays, but don't expect me to be a regular.
Okay, in order for me to play, I would need you to get me a link to or a PDF of the fourth edition rules (AM 2 BROKE TO BAI) and uh, yeah, I'd also like to know what level we're starting at.
That said...SHOTTY ON WIZARD.
Okay, in order for me to play, I would need you to get me a link to or a PDF of the fourth edition rules (AM 2 BROKE TO BAI) and uh, yeah, I'd also like to know what level we're starting at.
That said...SHOTTY ON WIZARD.
Last game you purchased?
That when you bring a girl home at 4:30 the following afternoon with your hair in a mess and stinking of beer and cigarettes that it is humiliating to have her mom answer the door.
LOLWRONGTOPIK
International LOL
What are you upset or worried about?
Fucking miserable.
Just got my eight rejection from the current batch of stories I have out. This one was from Weird Tales, the magazine that I would have been the happiest to get in. :'(
Just got my eight rejection from the current batch of stories I have out. This one was from Weird Tales, the magazine that I would have been the happiest to get in. :'(
RPGMaker Smash Brothers: Characters!
Main Line Up
Kersh! (unlockable, assuming Talan is a starting character!)
Zephyrus! (from Zephyrus and the Kingdom of Heaven)
Sigmus the Fallen! (Iron Gaia)
Ganthtithor Uranius! (DoaM)
I'd like to SECOND the choice of Shadar.
And for one of my own characters...Rast, from Mage Duel!
Assist
DON MIGUEL
The Host (from The Blue Contestant)
Duke Green (possibly as an assist trophy)!
Kersh! (unlockable, assuming Talan is a starting character!)
Zephyrus! (from Zephyrus and the Kingdom of Heaven)
Sigmus the Fallen! (Iron Gaia)
Ganthtithor Uranius! (DoaM)
I'd like to SECOND the choice of Shadar.
And for one of my own characters...Rast, from Mage Duel!
Assist
DON MIGUEL
The Host (from The Blue Contestant)
Duke Green (possibly as an assist trophy)!
Release Something! Day IV: Discussion Thread!
Everlong - A 7 year project
I remember this game being really bad/somehow a scam/not freeware/some combination of these things, maybe all three.
However, a glance at the website reveals something FAR MORE LEGIT than what I remember.
However, a glance at the website reveals something FAR MORE LEGIT than what I remember.
Release Something! Day IV: Discussion Thread!
author=BlindSight link=topic=2017.msg34622#msg34622 date=1222625569
A concisely-spoken review, I admit, but I believe it's fairly proportional to what there was of the game. :]
Shadowrun: Missions
By: Max McGee
Writing/Characterization -- 8.5/10
Very simply put; the shining force of this game. Characters communicate with a suave subtley, and it's definitely clear that a commendable amount of time went into them. Dialogue is conveyed with a stark realism; not the fanciful rambling admitedly present in it's peer projects. The first ten minutes, I must say, do sort of seem as though they're meant to SLAM the player over the head with rhetoric (whoa exposition); but such is easily forgivable due to the generally engrossing dialogue.
Audio Design -- 7/10
Although passable, the soundtrack and sound design here makes few attempts to do anything more than simply get the job done. The midis are decent and do lend a small amount of atmoshpere to cutscenes and the like, but very little really stands out; leading me to believe that a negligible amount enthusiasm was put forth in selecting them.
Visuals/Presentation -- 5/10
Presentation seems bulky and awkward at times; almost occassionally on the boring side. Facesets switch back and forth arbitrarily for their respective characters; the mapping feels typically incomplete-- although ambient enough to get the job done in most cases. The battle animations and character poses seem downright lazy, and I'm sad to say that collectively the aesthetics are a disappointment.
Gameplay & Functionality -- 6.5/10
I'm not sure whether it was due to the largely incomplete status of the project or simply it's narrative-based design (which I personally have no grounds to criticize!), but I didn't happen to notice a whole lot of traditional gameplay here. The ability to congregate party members was a nice, open-ended touch, but in the end there was very little to gratify choosing one character over another-- rendering the entire thing relatively pointless.
The were a number of passability errors, and as far as I could surmise there was nothing left to do once your group had inflitrated the building. Quite a shame, because things had barely just started.
Overall -- 6.75/10
While conceptually this project seemed promising, there was simply too much hindering what I believe could have been truly entertaining. The dialogue, as mentioned, has genuine quality; but sadly I found that it wasn't quite enough to elevate the game beyond an average experience. It's worth a play-through if you're bored; but I suggest the creator direct his time toward other, more rewarding endeavors.
First, off thanks for the review, although I think it's a strange choice to review something that's not a finished project or even a polished demo, just a dump. I think informal feedback would have been more appropriate. That said...
Re: Gameplay:
I don't think it's really fair to take off points for an incomplete project with numerous warnings that it is an incomplete project, being incomplete. To be clear, after the warning at the end of the planning session, there is hardly any more game there to play, and what there is is badly broken, as the warning states. That was the point I stopped making the game at.
Re: Visuals/Audio:
As a matter of fact, I spent as much time creating visuals and/or selecting audio as I did with the rest of the project, so I am mystified by how you could have thought they seemed haphazard and/or rushed. I spent a LOT of time on those battle character sets, I made them myself, tested how they looked, and revised them repeatedly. Likewise, the music in the night club includes a selection of seven different mp3 tracks, all of which were modern music by actual bands to give the Shadowrun mood. Likewise, I thought the strobes/techno that trigger on the club's dance floor and the people dancing there was a pretty sweet audio/visual treat.
So I flat-out disagree with a lot of what you said, but thanks for the review.
You're right about one thing. This old project probably won't be picked up again, simply because it's too ambitious to see completion, and I'm much more engrossed in my two new projects.
Thank you to everyone who had released something and an even huge-er thank you to everyone who took the time to play and review the releases! RS!IV was a great community builder.
@Kentona: AGREE!














