MAX MCGEE'S PROFILE

Max McGee
with sorrow down past the fence
9159
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"
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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Revive the Dead Feedback

I *thought* I had the newest version. I guess not. Shoot!

Revive the Dead Feedback

Played the first five minutes and loving it. Lots more later. Sweet gamepage, btw.

Edit 1: I found a couple bugs. When you use the Brotherhood or Retaliate Skill, the game seems to semi-freeze until you press the action button again on the Skill option, where the cursor is stuck. This happens with Critical Drive too, actually. Oh, actually derp...this is probably just the step of targeting the user, isn't it? It's hard to tell without face portraits or anything being highlighted for the player characters.

The second one is not really a bug, just an aesthetic thing. When the guy with the SMG (can't remember if it's Kumo or Levi right at the moment) attacks, the "firing a bunch of bullets" animation plays three times, indicating he is firing three bunches of bullets and making three attacks. I think you're using the Yanfly Battle Engine Ace, right? If you are, you should be able to insert the <one animation> notetag into the comment box for that attack/skill in order to make only one "bunch of bullets" animation play, but he will still do damage three times.

Edit 2: I was thinking that this game was too easy, and then I got into one of the fights with the enemies you can avoid and got my ass handed to me. Youch.

Edit 3: And now I'm starting to worry that said fight is actually unbeatable.
: /

Edit 4: Annnnnd then this happened.


I had my guys use 'Retaliate' and 'Brotherhood' and the big sasquatch monster cast a fire spell on us and then the game crashed with this.

Edit 5: Annnnnd occured again with the Guardian Mech using Zap on us when we had Retaliate and/or Brotherhood up. Gonna take a break from playing this one until there are some bugfixes in. : (

Stuff

Actually, although I wouldn't expect anyone to believe this, I did in fact arrive at the idea of a chainsword at least CONSCIOUSLY independent of Warhammer40k. I didn't learn anything (or at least don't remember learning anything) about the grimdark future until years after IG1 was finished.

I think that there may be multiple routes to Chainsaw = Sword = Chainsword. Perhaps it is an inherently obvious awesome concept.

Stuff

Please do not include specific weapons from other fictional universes--use expies, at least, if you're going to do that. Gorgon Pistol in Set Discrepancy makes the Baby Jeebus cry.

-INDUSTRY!-

To be honest, the processes described on this page are the real gameplay.

Who You Are, And What's Going On

Excellent question.

The 'Short Game' (the demo release) has a time limit of one week (technically eight days) although that is explained in-game. The goal is to amass 10,000 Royals.

The 'Normal Game' will have a time limit of 30 days. The goal is to amass 100,000 Royals.

The 'Epic Game' is planned to have a time limit of one year. The goal is planned to be, approximately, "become a god".

The Gameboard - Ilandria

Zaa Thell Ose.

Zathelose.

Not unpronouncable. And certainly not high fantasy.

But I can't blame you--broadly speaking, I hate the genre. It's largely why nothing I've written is a straight example.

EDIT:
By the way, I should admit that this all will have very little direct effect on the game itself. But for the completionists, the curious, and the "you never write anything with a story anymore" set, there it is.

-MAGIC!-

Ah, I see, well in that case...

Short Game-> Start as a useless loser, end as a moderately successful tradesman.
Normal Game-> Start as a moderately successful tradesman, end as a town's savior.
Epic Game-> Start as as a powerful wizard, end as a demigod

-MAGIC!-

1) Most of them are. There are one or two verbs that are better, but the associated spells will have proportionally higher mana costs, so it will all balance out. For instance "Harm" and "Wound" are both direct damage, but "Wound" uses a different element (for each school), does more damage, and has a higher mana cost.

2) The player starts the game with nothing. Literally nothing. Unequipped with no items and 3 Royals in cash. At least in the Short Game. The only runes you get will be the ones you can find, buy or in certain versions of the game...mine.

3) There is only one planned *real* PC for now. Additional PCs will be hirelings or summons, and most likely will not have any Mana, so teaching them spells will be worthless. I'm not sure about this yet.

4) No. Every school will be capable of dealing direct damage, healing, buffing, and debuffing. However every school's equivalent spell will function slightly differently and grant/inflict/cure different sets of status effects. For example, here are the Heal spells from all five schools.

There will be verbs for which one or two adjectives create spells that are superior or more important, but usually those spells will have balancing factors like increased Mana cost.

Sun + Heal = Cauterize: Heals one ally and cures Bleeding.
Moon + Heal = Moonlight : Heals one ally slightly and adds Infusion. (Regenerate 10% LP/Turn.)
Earth + Heal = Earthmeld: Heals one ally and cures Corroded.
Air + Heal = Healing Zephyr: Heals ALL allies, but costs more Mana.
Water + Heal = Purification: Heals one ally and cures all Poisons.

5) Runes aren't LEARNED. They're FOUND, BOUGHT, or MINED. They then get used up when you use them as a component to make a spell. Anyway, I'm not sure about the answer to all of these yet, except I will say that it will be possible to learn High Arcana spells in the game. Check the Magic page as I just posted some examples.

a) I'm not entirely sure how hard it will be. They won't just be lying around everywhere, though. A rune is fairly significant treasure.
b) I don't know yet, sorry. I do want it to be possible to finish the game without learning any spells, if you so choose. Spells will feature much more heavily in the Epic Game than in either of the other two game formats. Basically I want the answer to be "It's entirely up to you".
c) I'm not sure what exactly you mean by "character grow" but every spell that does damage or heals scales with MAG which scales with leveling and other character growth.
d) MC will start with 2 Mana. His theoretical maximum is 200, from leveling alone. But I'd imagine that at the end of the "normal" game you'd be probably around Level 30, starting with 2 Mana and winding up with 61.
e) For spells that directly damage or heal, yes. Less so for status effect spells although of course "+150% ATK" is better the higher your attack is, so even those scale somewhat.

I LOVE the nuclear blast idea. I love the idea of High Arcana serving essentially as the "Hammer" from Mario 3. I will definitely put that in. : )

The world map is already very "Game-Board" like, a la Mario 3. I also like the idea of a High Arcana spell that just immediately levels you up upon casting it.

-MAGIC!-

Interestingly, the governance of the Moon school is "Magic", essentially. So your Magic damage (Magic is a specific damage type in this, not a metatype containing several elements) and manipulation and your silencing and MP damage and MP regeneration and all of that stuff belongs to the Moon school. I'm trying to not make any of the schools more powerful than the others, but Moon is definitely "the coolest" in my mind.

The Earth school being related to metal and body is a good guess. One of its more powerful spells is "Oxidize" which causes enemy equipment and bodies to become Corroded. It also has two spells that, cast in rapid succession, bestow near total immunity to physical attacks.

Elemental siguls are already implemented into the game, naturally, and are used to craft spells and enchant weapons.

As far as gameplay goes, the usefulness of high arcana will depend on how hard the spells are to get and how effective they are. I'm assuming some of them will just be plot devices, while the gameplay-oriented ones will mostly be effects that persist for a large number of battles, like a rainstorm that strengthens water-type monsters and weakens fire-type monsters, or a mental clarity spell that grants a bonus to XP gains, or stuff like that? I would be interested in seeing a list of some high arcana spells and what they do in the game.

Every High Arcana spell that will be named in the game will be castable by the PC. That said, I'm sure there are some unnamed ones that are alluded to less specifically that are essentially plot devices.

The weather system hasn't been implemented yet, but here are a couple of examples of High Arcana.

*Removal* - This spell literally kills every (non-boss) monster in a given dungeon/the game. I haven't decided which yet. It's not permanently, obviously, as enemies respawn over time, and it won't work on the world map for random encounters, but there may be a different spell specifically for that.
*Mark and Recall* - This one is tricky; the spell to mark a teleportation destination is a High Arcana spell, but the spell to teleport there will probably be Low Arcana. This means that you don't have to restrict your teleporting to special emergencies, but you can't mark new teleport targets willy-nilly.
*Renewal* - This spell restores the ore you've already mined out to every single mine in the game. Obviously, this is hugely important, as ore doesn't have any other way of regenerating over time, unlike plants.
*Reversal* - Turns back time X days, where X is a reasonably balanced number I haven't figured out yet. If you're fighting the clock, this gives you more time to fight it, which is huge. Essentially, you can imagine the entire game as a giant battle, where the "Days Passed" is your Health Bar. On that extremely macro-scale, this spell will be healing.
*Regrowth* - This spell doesn't actually turn time forward, but it makes plants think that time has advanced X days, causing them all to grow back. Like the Renewal spell, but not as absolutely crucial. It will be a lot easier to find/cast too.

All of those names are placeholders, by the way.

Keep in mind that, if you aren't the kind to explore a LOT, you could easily finish the entire game without finding any of these. That and obviously the first demo/short game will not have every single spell already implemented.
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