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Announcement
Cessation
More or less, this project has been unofficially in hiatus for like nine or ten months now. Scoring Happy as a hire and then having him vanish was a torpedo to the hull: motivation and dedication to complete this hemorrhaged until it was all gone. This is just a badly belated attempt at courtesy by making the project's limbo status official.
To the fans: I am very sorry.
To the fans: I am very sorry.
Progress Report
I'm In A Serious Jam: Good News And Bad News
Max McGee
10 post(s) 
- 01/22/2015 04:29 AM
- 3479 views
So I've gotten myself in a serious jam. That's right, the HI-LARIOUSLY titled McBacon Jam #1. This means in the next two weeks I get to make a game working on a team with unity, slashphoenix, and Gourd_Clae. Now this is some awesome, amazing, and wonderful stuff. All of these people are super talented and I'm super stoked to be teaming up with them. This is a crazy super team and I have no idea what I could possibly add to it but shh don't tell them that. The collab spirit fills me with <3s...
Well this is jolly news for me but if you are looking to put more Lionheart on your proverbial table and damn well eat it, it is not such jolly news. Some of you--well certainly at least one of you, I think--are furrowing your brows, staring at me and saying "Maaaaax, you incorrigible-and-not-in-the-good-way motherfucker, what is this I hear about you making games that aren't more Lionheart? Don't you know we want more Lionheart, like YESTERDAY, or more accurately, like LAST YEAR".
And I have no defense against this but to look sheepish and hide in the corner and say "yeah, yeah I suck...".
See I am trying REALLY hard to keep myself buttoned down on Lionheart, and it is really hard for me to resist the lure of the new! Besides the pure sense of lust for something new for my brain to chew on, my erstwhile partner on this project Happy has vanished from the internet, leaving me without the maps I need, and him without a paycheck to cash. This sucks. I'm not pointing any fingers, life happens, but it has been a serious fucking blow to morale. I've been trying to keep moving forward on what I can accomplish without a mapper.
Here is where the project is at currently. If I can manage to button down and put in another...maybe 4-8 hours of solid, dedicated work...I will have a nice, dedicated chunk of content, the one hour or so of additional gameplay I have been working slowly and steadily since November, ready to send to testers. I should have put in at least three hours on it today--Wednesday is the day I traditionally force myself to work on RM regardless of mood, Monday and Friday are days I CAN work on RM, and I will work on RM on weekends when I'm in a height of passion--but that time got taken up talking about Team Under Construction's BaconJam ideas instead. Since we're trying to complete a game in just two weeks (the jam's duration) it seems like I have no choice but to put Lionheart on a short hiatus. But I don't want to!
Being this close to having a big chunk of content deliverable and getting feedback is infuriating, and the whole situation makes me feel like a kid whose homework is three weeks late. I am going to try to continue to finish up this burning chunk o' Lionheart during the McBacon Jam, but those of you who follow my work know how terrible I am at working on ONE RM game at a time, let alone splitting my attention between two.
Anyway, in light of all of the above, at present I am planning on transforming Lionheart into an Episodic Game. The content chunk I am currently trying to finish--once put through the testers and refined--will substantively build on the content of the October 31st demo to form the complete first episode. The game will have four episodes, which will be structured as following:
* Which I plan to upload onto RMN with its own game page.
This Episodic Structure will give me an "official" leaving off point to take a breather from working on Lionheart which I sorely need. Four episodes is not very many, and having a fourth of the game out will feel like a good milestone/accomplishment. Later on down the road, I feel like having only three episodes left to go shouldn't make it too difficult for me to return to the project, especially when one of the three consists largely of remaking a game I already made (I have never done that before and it is a fascinating prospect). And hopefully, Happy will reemerge during this time frame, or I will find a new mapper.
In Other News
I have been remiss in adding a gamepage for Grand Grimoire, Lionheart's sister project, and I should get around to that any day now.
Well this is jolly news for me but if you are looking to put more Lionheart on your proverbial table and damn well eat it, it is not such jolly news. Some of you--well certainly at least one of you, I think--are furrowing your brows, staring at me and saying "Maaaaax, you incorrigible-and-not-in-the-good-way motherfucker, what is this I hear about you making games that aren't more Lionheart? Don't you know we want more Lionheart, like YESTERDAY, or more accurately, like LAST YEAR".
And I have no defense against this but to look sheepish and hide in the corner and say "yeah, yeah I suck...".
See I am trying REALLY hard to keep myself buttoned down on Lionheart, and it is really hard for me to resist the lure of the new! Besides the pure sense of lust for something new for my brain to chew on, my erstwhile partner on this project Happy has vanished from the internet, leaving me without the maps I need, and him without a paycheck to cash. This sucks. I'm not pointing any fingers, life happens, but it has been a serious fucking blow to morale. I've been trying to keep moving forward on what I can accomplish without a mapper.
Here is where the project is at currently. If I can manage to button down and put in another...maybe 4-8 hours of solid, dedicated work...I will have a nice, dedicated chunk of content, the one hour or so of additional gameplay I have been working slowly and steadily since November, ready to send to testers. I should have put in at least three hours on it today--Wednesday is the day I traditionally force myself to work on RM regardless of mood, Monday and Friday are days I CAN work on RM, and I will work on RM on weekends when I'm in a height of passion--but that time got taken up talking about Team Under Construction's BaconJam ideas instead. Since we're trying to complete a game in just two weeks (the jam's duration) it seems like I have no choice but to put Lionheart on a short hiatus. But I don't want to!
Being this close to having a big chunk of content deliverable and getting feedback is infuriating, and the whole situation makes me feel like a kid whose homework is three weeks late. I am going to try to continue to finish up this burning chunk o' Lionheart during the McBacon Jam, but those of you who follow my work know how terrible I am at working on ONE RM game at a time, let alone splitting my attention between two.
Anyway, in light of all of the above, at present I am planning on transforming Lionheart into an Episodic Game. The content chunk I am currently trying to finish--once put through the testers and refined--will substantively build on the content of the October 31st demo to form the complete first episode. The game will have four episodes, which will be structured as following:
- Act I: Good - Concerning the beginnings of the Crusade and the assault on the city of Dreadmoor.
- Act II: Evil - Substantially comprised of a retelling and reimagining of the events of the 2002 "Evil Demo" of The Tower*.
- Act III: Truth - Concerning the events of the fall of Tower of Nyx.
- Act IV: Lies - Concerning Sir Garinol's triumphant return to Callondorf, evil having been vanquished.
* Which I plan to upload onto RMN with its own game page.
This Episodic Structure will give me an "official" leaving off point to take a breather from working on Lionheart which I sorely need. Four episodes is not very many, and having a fourth of the game out will feel like a good milestone/accomplishment. Later on down the road, I feel like having only three episodes left to go shouldn't make it too difficult for me to return to the project, especially when one of the three consists largely of remaking a game I already made (I have never done that before and it is a fascinating prospect). And hopefully, Happy will reemerge during this time frame, or I will find a new mapper.
In Other News
I have been remiss in adding a gamepage for Grand Grimoire, Lionheart's sister project, and I should get around to that any day now.
Miscellaneous
So yeah...Impetus
I was working on Lionheart today. Really. I ran into a frustrating snag where the victory music keeps playing on the map after the battle is done so I had this other window open where I was chatting with unity about some of her "rainy day" game ideas and then for reasons I don't fully understand all of this just kind of came out of me organically into a random forum post like giving birth or some shit.
So I figured rather than leave it buried in the forums I'd share it with you here.
Because the alternative would be making another game page and eff that who wants makerscore amirite?
To prevent confusion let me state that this blog concerns a COMPLETELY DIFFERENT GAME THAN LIONHEART. A game that while it has an hour and change of gameplay (four times that if you play as all four different classes) will probably never see the light of day.
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).
The Impetus Crew of PC Classes
Individual Details:
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 I figured rather than leave it buried in the forums I'd share it with you here.
Because the alternative would be making another game page and eff that who wants makerscore amirite?
To prevent confusion let me state that this blog concerns a COMPLETELY DIFFERENT GAME THAN LIONHEART. A game that while it has an hour and change of gameplay (four times that if you play as all four different classes) will probably never see the light of day.

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).

The Impetus Crew of PC Classes
Individual Details:
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.
Progress Report
Ass In Saddle
This one's a quicky. I was quite sick for a while there and then I was a bit preoccupied with a community event (won three free games, too :D). That's all done now (at least hopefully, on the sickness front) so with the exception of Christmas, which is imminent, I've got ample time ahead of me to get back in the saddle and make some progress. And to mak some gams.
Happy has vanished into a cloud of busy-ness for the month of December so I don't have the maps I was hoping to have by now, but that's alright. I'm well behind schedule and as a result there's lots I can do on my end without those maps to create some more playable content. When I'm done with that, hopefully Happy will have reappeared and if he hasn't yet, there are other games that need my attention.
I'm back in a making mood.
Happy has vanished into a cloud of busy-ness for the month of December so I don't have the maps I was hoping to have by now, but that's alright. I'm well behind schedule and as a result there's lots I can do on my end without those maps to create some more playable content. When I'm done with that, hopefully Happy will have reappeared and if he hasn't yet, there are other games that need my attention.
I'm back in a making mood.
Progress Report
Happy Days Are Here Again
"Happy Days Are Here Again"
Also: Lionheart Devblog #01.
I bring the exciting news that the incredible Happy (nee Rei-) of Ascendance and Ill Will fame has been brought on to help with this project. First off, he will be taking over with the mapping after a certain point. The next ten or twelve maps in the project I'll be making myself, but after that it will be all him. After all the maps are done, he will be sticking around to help with the game's general prettiness and further down the line, even composing some custom music! Obviously, this is awesome news.
As you can see if you are looking at this game page--and I hope you are--I've gotten some much appreciated feedback from Kel and pianotm as well as a Let's Play from kory_toombs. And I'm waiting on some more feedback I've requested from some other voices in the RM scene. I don't know yet if I've won any of the "prizes" from the Revive The Dead competition--it's too soon for judges' feedback to be in--but I'm not holding my breath. This was a pretty rough build.
Besides that, I have been slowly plodding forward since the rushed Halloween Demo Release. I've created very little "new content" in the last few days (honestly, just one map, and I'm eh about it), and largely have been focused on fixing every little thing that annoyed me in the demo content with its niggling imperfection. Here's a laundry list of stuff that's been resolved or is currently being worked on to end the post:
Some time in the reasonably near future I should get a game page up for Grand Grimoire, Lionheart's sister project, set in the same world and using the same graphics and mechanics.
Also: Lionheart Devblog #01.
I bring the exciting news that the incredible Happy (nee Rei-) of Ascendance and Ill Will fame has been brought on to help with this project. First off, he will be taking over with the mapping after a certain point. The next ten or twelve maps in the project I'll be making myself, but after that it will be all him. After all the maps are done, he will be sticking around to help with the game's general prettiness and further down the line, even composing some custom music! Obviously, this is awesome news.
As you can see if you are looking at this game page--and I hope you are--I've gotten some much appreciated feedback from Kel and pianotm as well as a Let's Play from kory_toombs. And I'm waiting on some more feedback I've requested from some other voices in the RM scene. I don't know yet if I've won any of the "prizes" from the Revive The Dead competition--it's too soon for judges' feedback to be in--but I'm not holding my breath. This was a pretty rough build.
Besides that, I have been slowly plodding forward since the rushed Halloween Demo Release. I've created very little "new content" in the last few days (honestly, just one map, and I'm eh about it), and largely have been focused on fixing every little thing that annoyed me in the demo content with its niggling imperfection. Here's a laundry list of stuff that's been resolved or is currently being worked on to end the post:
- Added a dark background to the text that appears over the 'Map of Chimer' during the optional intro and the "two years in two minutes" scene, greatly enhancing readability.
- Corrected a few pesky passability issues. Some of these were things that I fixed for the demo-release and had to go back and 're-fix' in the full project.
- Added orthogonal and diagonal running animations for the main character, Garinol, and enabled dashing on the most field maps (except the really small ones) starting as soon as you leave the tent. A message pop up when you head into the first mountains (around the time you see the first save point) reminds players you can hold Shift to Run, useful for players not familiar with RMVX (Ace).
- Added Combat Manuals for Garinol, Lila, and Lucan as soon as you gain control of them in the command tent at Fellfrost Landing. The manuals are Key Items that can be read from the item menu as often as you like, and briefly summarize each character's "fighting style". This should make the early game much less overwhelming for new players. It also helped me pin down some of the mechanics by explaining them textually in full sentences.
- Some little stuff so little even I can't remember it. Like the icon I was using for the 'Numb' state said 'Sluggish' so I edited it in paint.net to say 'Numb' instead, removed some unwanted pixels from Garinol's running animation as I implemented it, crap like that. Stuff that is almost unnoticeable in gameplay but can chew up hours fixing. gammak is a cruel mistress.
- Added prices to all of the items and equipment that exist in the game so far, in preparation for having actual shops and meaningful currency drops at some future point.
- Currently, I'm struggling with re-implementing Cooldowns into the game. Hopefully, in the future, Smite Evil, Guard Break, Sword Break, Mind Break, Mana Break, and Speed Break will all use Cooldowns rather than limited uses per battle, and many enemy skills will use Cooldowns as well (starting with the Ice Atronach boss).
- Finally I'm hoping to get the 'Equip Scene' modified so that the player can see the effects that different equipment will have on their EVA (Parry), HIT, and CRIT rates as well as the other stats, so they'll be able to make informed decisions about what gear to use.
Some time in the reasonably near future I should get a game page up for Grand Grimoire, Lionheart's sister project, set in the same world and using the same graphics and mechanics.
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