Category Archives: Patreon

A Portal To The Past

Dear Insane Children, 

Did you miss the Live Stream we hosted yesterday on my Twitch Channel (twitch.tv/americanmcgee)? Worry not, for I HAVE A PORTAL TO THE PAST…

Just click this link: https://www.youtube.com/watch?v=-uvo_3fmc4M 

And you’ll be instantly transported to the Realm of the Font Lord. Wherein Stick Boy finally defeats that Giant Ruin Thing after several months(?) of trying! Woo!

We also had a review of recent artwork including the “Black Hole” Shadow Wonderland (Umbraland!) images from Omri. And Omri sent along an updated version of the Umbraland concept image (main image above) where he’s combined elements from portals in the original game…

To create something new yet old. Yay. 

Of this he says: 

i thought of the portals that are used in AMA and i thought that perhaps we can merge those in with the black. we can do them as is, super bright but it’s just too distracting!

mixed with the black it becomes this odd looking bubble thing and i added some kind of glitter/sparks effect. i think this tells me with the combination of the walkways “this is a portal” i want this to look ACCESIBLE.

?i still think the world should have more chaos. this is the last part of the game so naturally as you go along things should have more chaos but i also toned it down. still keeping with no light sources and gave Alice a lamp thing.

?from this to the next location i’ll keep the portals, i’ll keep the twist and i’ll keep Some Chaos but less then this as this world is a darkened wonderland. as you said, not a copy! i totally understand now after the stream why it’s not the right word. i’ll keep with the no light sources. this one for me is done, i can render it more if you guys want but i think for an atmospheric it’s enough.

So head over and check out the stream. 

And let us know in the comments below what you think of the updated “portal” concept from Omri. 

From Shanghai with Portals,

-American

MASSIVE Story Update (by Alex)

Dear Insane Children, 

We are prepping for a live stream on my YouTube and Twitch Channels at 10AM HKT (about two hours from when I am posting this). But I wanted to get this post out before that… so we might discuss some of what is contained within it. 

youtube.com/americanmcgeeofficial

twitch.tv/americanmcgee

As mentioned previously, I’ve been working with Alex on the Alice: Asylum Narrative. And we’re making good progress. There are lots of back and forth notes we’re making – and Alex thought it would be interesting to share some of that along with the work we’re doing. 

I’ll let Alex take it from here: 

Narrative Update (from Alex)

Hey everyone,
Alex here with an update on movement and news within the Alice: Asylum project.

For those who are new or who don’t know me, my role within this project is Project Manager, Narrative Co-Writer, and Lead Designer on the Alice: Asylum Design Bible.
I also draw stuff within the art team occasionally.

This is a LONG and detailed post, so grab a cup of tea and come on a journey through the wonders of pre-production with me.

If reading super long posts isn’t your thing, scroll to the bottom, and I’ll give you a TL: DR version. 

Is that tea ready?

Let’s get into it.

——-

1. Initial RAGE and HYSTERIA Mechanics Rationale

——-What follows are notes pulled directly from an exchange between American and Myself recently in the Narrative Outline document. (More on the Narrative Outline in this post below).

REFERENCE NOTE B)
NEW RAGE MECHANIC REFERENCE NOTES 

Alex:
I have an idea about “Rage” and “Hysteria.” We already have outfits and distinct looks for both states.
I propose: We introduce a new “rage mechanic” here.
Like the “Hysteria” tutorial before it in Slumber #2, this serves as a tutorial for “Rage.” Positioning gameplay as a story transition between scenes.

Rage Mechanic Rationale:
In Madness Returns, what I didn’t enjoy was that Hysteria was so cool, but if you played the game well and skilfully, you could play the whole of Madness without ever seeing the “Hysteria” state, given it only triggered if you were close to death. And it’s an awesome and iconic look.

In Asylum, I propose that 2x “Special” states are included in the gameplay. “Hysteria,” as is, triggers close to death for powerful clutch saves.
“Rage” is triggered the opposite way. It is a reward for skillful players who can continue combat unscathed, building a “rage” meter by successive combos and hits, dodges, and killing enemies without getting struck themselves.
Once the player is hit, the meter diminishes or is returned to zero.
For balancing, I’d believe once both states are encountered in-game, the player can freely “choose” which state they want to be able to trigger.
One of the other for how they want to play.
“Hysteria” most likely for noobs who get smacked a lot. “Rage” for skilled players who can build the meter successfully.
“Hysteria” a life-saving clutch option when close to death.
“Rage” is an attack buff and limited “super-state” bonus that the player triggers at will once the meter is full. Meter fills by successful and skillful gameplay (killing enemies/precision hits). Depletes by getting stomped.

American:
Sounds good to me.

——-

More to come as this takes shape.
Thoughts?

Yay or Nay on introducing Rage as a triggered state instead of via the Rage Box in AMA (2001)?
What should it look like? Do we rename it?

Sound off in the comments.

2. Update on Story and Writing

In working as a co-writer on Asylum, I assist American in creating the story he is trying to tell in the Narrative Outline.

At time of writing, the outline sits at around 40 pages.
We expect it will go to around 60 pages to complete the Asylum story.

While I’ve been working on getting the DB to its current standard over the last few months, American has been working on the story, mostly solo, up until recently. 
I’d been involved in narrative calls, discussion, and ideation, but not so much sitting down and actually writing for a while.

This was interesting in that it allowed me a chance to jump back into the story after the DB work, granting me a new perspective as a reader.

And after reading it fresh, it raised a few flags for me.

I jumped on a call with American, and he suggested giving me time to review, compile, and provide constructive feedback to refine the story.

I’ve now done that, and we’re beginning work on reviewing and actioning all those notes this Friday morning.

Our mantra on this project really is; “If you find a problem, be sure to come back with solutions.”

In any creative process, anyone can raise flags or say something has issues.
What matters is how these quirks are fixed or dealt with.

We want solutions. Not more problems.

After going back and thoroughly reading and then re-reading the story, I understand the messages American is trying to get across.
I feel he’s touched on some exceptional and beautiful moments in Alice’s story.

There’s something really wonderful on those pages. When coupled with all the artwork in the DB, its magic.

But we both agree we need to iron out some jagged edges.

The story is ambitious, but I believe we can pull this off.

As a reader, when you find yourself “reading the story” when we share it again, a word of advice;

I needed to digest the story in pieces to appreciate it fully.

When we share the next pass on the story document, I want to advise people to try and read it; in sittings.

With breaks. As if they were playing a video game. Allow yourself time to digest.

Don’t speed-run it as I did.

I never felt any concern by reading the same narrative outline, alongside all the beautiful artwork, when presented in the design bible.

There was added pacing, structure, and flow. And that’s how it will eventually be presented as the intended finished format.

We share “Work in Progress” here. So please keep that in mind if you find yourself reading the updated Narrative Outline text document soon.

I don’t want to raise cause for concern by sharing my thoughts openly and honestly here.
This is what we signed up for. There’s work to do, and we intend to do it to the best of our ability.

All the same, the top priority that American and I both have within our workflows is finishing the story.

We will refine and tie the threads within the story to make it as cohesive, smooth, and enjoyable of an experience as possible.

There’s no harm in trying to make it the best it can be. So we’re all going to try to do that together with your help.

Here’s an update on where this is all heading;

—–

3. Work To be done with the Story

As of yesterday, American and I now have a large list of itemized things to discuss, then action in the writing.

A brief look at some of the points we’re considering:

OVERALL NOTES AND POINTS TO CONSIDER ACROSS ALL STORY

1. More dialogue to be introduced and applied where applicable. When a character is speaking, be sure to specify exactly who is talking in the script document.

2. More Shadow Alice encounters to be written into the story. Position her as an active Antagonist, not a “phantom to be followed.” Dialogue, scenes, and appearance confirmations are open to discussion.

3. The Inner Child’s learning experience is The Player’s learning experience. The voice in that aspect needs to be made louder, clearer, and more on-point (focused on those concepts and story beats we know to be critical).

4. Weapons and item pickups to be confirmed and inserted into the Narrative at key points. Can be addressed, discussed, and actioned after or alongside the points above.

5. Character motivations need to be established before dialogue is written. Dialogue serves the character’s agendas. Discuss, Check, Confirm for each character.

—–

Some of the points on the rest of our list are minor and take a few sentence tweaks to tidy up.

For instance:

(QUICK EDIT – LINE REMOVAL & REPLACEMENT
Brief: Remove the line “…just save Wonderland and go home!”. An old line that is not relevant to story anymore. Rework to suite narrative direction.)

—–

Then, others are much more detailed and warrant further discussion.

(HATTER – Review ALL Comments on Page 23. 
Brief: Review highlighted comments, and confirm direction and understanding of Hatter as a character.

10a) Hatter’s Character, his motivations and agenda. Review all notes on Hatter. He is a key figure in the second half of game.
10b) Rework the Naming Convention of “Pieces of the Champion”. 
Confirm new name and suitable description for “Collectibles that allow Alice a way Home”.
10c) Dialogue for Key Points Hatter needs to communicate. Prima Materia and Overcoming Learning Through Trauma. How is this communicated to Alice / Player?

—–

The focus now is landing on the best possible solution for these issues raised.

Once all that happens and the directions are agreed upon, the new writing in the Narrative Outline re-commences. 
We’ll share more of this with you all as it goes when its ready.

In the spirit of sharing openly, here are some key reference notes we have agreed upon that help guide the current narrative.

—–

With things like this here, without other context, I’m aware it might be a lot to take in for a fresh reader without reading the rest of the story.

We are also aware that any major edits can pose a “domino-effect,” and changes can ripple through the entire story.

—–

REFERENCE NOTE A)
THE PLAYER (“Inner Child Alice”) HER RELATION TO THE SHADOW, AND THE CONSEQUENCE OF THE STORY.

Alex:
There are 3x distinct “Alice’s” in Asylum.
1. The repressed inner-child (player)
2. The Shadow (Antagonist / Alice’s Darkness consuming everything)
3. The Adult we know (Alice Liddell, the one from A:MR and AMA, who is at risk of being consumed by her own darkness (2. The Shadow) and can only be saved by her innocence and inner-child (1.).

All gameplay takes place “within” the psyche of (3.). With real-world consequences for Alice’s life depend on if (1.) or (2.) triumphs over the other.

American:
The idea is that after so many years inside Denial (Circus Realm), she’s aware that something is wrong. That she’s a prisoner. And that she wants to go home. She knows someone put her there but she’s not sure who. And she’s not even sure where “there” is. She knows she’s a captive. And she MUST know she’s captive – so that she has the motivation to escape. And it’s important that our reader know that she knows this as well.

She does have questions to answer: Who is she? Where is she? Why is she there? How put her there? How to escape? Where’s her family?

This stuff exists prior to the Vorpal Blade introduction. But the Vorpal Blade is like a key that lets her open the door to start the adventure and answer those questions.
Remember, Neo in the Matrix was already searching for Morpheus before he was pulled into the adventure. He was looking for “something” and he knew things were “off” but he wasn’t entirely sure what he was looking for or what he would find.

—–

REFERENCE NOTE G)
SNOWGLOBE AND “PRISON TO SAFE HAVEN” RATIONALE – PAGE 28

Alex:
I feel Caterpillar could do some more plot explanation here. Child Alice is the last part of Alice that can stand against getting consumed by the Shadow. Everything else in Wonderland is at risk, or is already being turned / consumed by Chaos.
Child Alice is their last hope in the Darkness. Wonderland = part of Alice. Wonderland consumed by Chaos = all lost in darkness.
I feel that’s what the Slumber encounters are preparing the Child for. To take on something only she can overcome, but she’s not yet ready.

American:
Yes. The Snowglobe Wonderland was a jail in which they kept the Child. But then it became a sort of safe haven for what Wonderland used to be – a time capsule that survived while Real Wonderland was ravaged and destroyed all around it. In breaking open the Globe and releasing Child Alice into Real Wonderland, they are attempting a last-ditch effort to save Wonderland from Shadow Alice.

—–

With things like this here, without other context, I’m aware it might be a lot to take in for a fresh reader without reading the rest of the story.

We are also aware that any major edits can pose a “domino-effect,” and changes can ripple through the entire story.

We’re mindful not to be destructive. We want to solve issues, tie threads, and create worthwhile solutions to the intended story.

I’d ask if you have any suggestions regarding the writing in future; please keep that in mind.

As always, thank you for listening to my TED talk. I hope this fills your knowledge banks with movement and where some things are at moving forwards in this project.

I’ll keep an eye on the threads, comments, and within the Discord.

As always, we’re open to your feedback and input, and we’re excited to get the work that needs to be completed done.

American and I both feel this is in a good position moving forward.
Let’s get to work.

Cheers,
Alex

—–

Here’s the TL: DR version if scrolled to the end of this bad-boy.

1. New Rage Mechanic Outlined. Sound good? Y/N

2. Story and Writing. Is now back as the top focus for American and Myself.

3. Work to be done. Writing issues are outlined, identified and scheduled to be discussed, then actioned. Expect updates as these become available.

******* END TRANSMISSION FROM ALEX

Alright, Insane Children, have a read through all of that… and join us in a little while over on Twitch for YouTube for the Live Stream. There will be PRIZES

From Shanghai with Love, 

-American

Black Hole Wonderland

Dear Insane Children, 

Here’s an update on the Shadow Wonderland thread from yesterday. Omri sent over a new vision of Wonderland under the rule of Shadow Alice. And it’s beautiful! 

We had a quick back and forth… 

Of this Omri says: 

this is not finished and i need to upscale the art, it’s kinda small. i think i’ll wrap this up and try the next location and see perhaps another style. i answered my own questions and here it is:

?1. Shadow doesn’t consume, it’s- Unlike the ruin, is actually NOT INTERESTED in destroying anything but rather Mimic the existing, replicating. it can replicate things twisted, big, small and darkening everything. Also ?Shadow plays tricks and can hide things inside of it.

?2. perhaps Chess can interpret what Shadow wants but it’s like a cult that’s devoted to shadow/chaos, they can work with it, but it doesn’t mean shadow cares about or can do anything but being itself.

?3. Shadow is not evil, it’s a TOOL. we are not seeing “wondershadow” we are seeing “Wonderland in shadow” a copy of wonderland that is mimicked by the shadow to look the same. shadow/Chaos can try to replace things using it’s own material- black, gooey and shiny.

?4. The first thing shadow will do is kill off any light source in order to keep alive hence i killed all lights BUT added a spotlight around Alice. i think having her walk in a dark but NOT BLACK world with an added spotlight can work.

?5. the Black holes- the more shadow overruns wonderland, the closer Alice is to killing herself. so it’s sort of a black hole. more shadow, the more wonderland is closing in on itself and the worse wonderland is- the worse adult Alice is.

?5A. I think that the holes can be almost static and have the shapes of the buildings and stuff stuck twisted. UNLIKE the infernal train which was hot and energetic this can be cold and slo-mo.

?Sorry for digging a crater in your mind but it helps with thinking.

To which I replied: 

This is fantastic, @Omri? ?And it is certainly worth thinking about the nature of the darkness taking over Wonderland. If we talk about it in terms of Alice’s psychology, she’s going to lose her innocence, sense of wonder (the driver of Wonderland), her curiosity, and her positive expectations. An Adult Alice who is ruled by the Shadow Self will “short the future,” ?lower her expectations of life and other people, become nihilistic (nothing matters, nothing is real, nothing lasts forever), be cynical towards the world and everyone in it (“I am worthless, you are worthless, everything is shit.”), and will shut out love, trust, warmth; will stop taking emotional risks or leaving herself open in places where other people could disappoint or hurt her. All of this makes sense for a person who allows PTSD to “win” over them. To destroy hope.

I ?do not know that the “mimic” ?feature is needed. It’s enough that Wonderland is just thrown into darkness/shadow as a result of these changes. Maybe you can expand on what that is necessary?

I ?agree that Shadow does not need to be “evil” ?- it certainly would not see itself as evil. It just thinks that being “shadow” ?is the best way to protect oneself and survive.

I ?like the Black Holes. But I do not think we need to mention the “killing herself” ?aspect of this. Do we? ?Is that thread of an idea still alive? ?We need to discuss this. Maybe?

And, yeah, having the Black Holes around Wonderland would be great – maybe we can use them as Jump Portals between the different realms Alice will visit during this portion of the game? ?You can see other areas of Wonderland through some of them. And some of them can be reached and passed through by Alice.

Great stuff!

And I saw that many of you contributed to the Naming Question from yesterday’s post. Which name ultimately won the popularity contest? Umbraland? We probably need a Poll or something to figure this out.

Let us know in the comment below what you think! And see you on the Live Stream tomorrow! 

From Shanghai with Black Holes, 

-American

Shadowonderland

Dear Insane Children, 

What happens to Wonderland when Shadow Alice takes over? 

Before.

After. 

Welcome to Shadowonderland! Shadow Wonderland? Shadowland? I dunno… we need a name. Help me come up with a name! 

Anyway, this is the place we’re going after Alice escapes from Snowglobe Wonderland. She’ll arrive in Real Wonderland – only it’s all shadow-a-fied. Like if you ask Robert Smith from The Cure to take over the interior design… 

<iframe height=”315″ https:=”” src=”<a href=” width=”560″>https://www.youtube.com/embed/5-J75sp6bcI” title=”YouTube video player” frameborder=”0″ allow=”accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture” allowfullscreen></iframe>

Anyway, you get the idea. 

Omri just started working on these concepts so he’ll be mad that I shared them so early. But that’s what Crowd Design is all about. Right? 

Anyway, fun stuff to discuss on the Live Stream this week! 

It’ll be a the usual time and place. YouTube and Twitch. 

twitch.tv/americanmcgee and youtube.com/americanmcgeeofficial 

Hope we’ll see you there! 

From Shanghai with Decay, 

-American 

It’s a Mine! It’s a Forest! It’s a Tree!

Dear Insane Children, 

Alice’s mind is a strange place. It features the sort of “logic” you and I only experience in dreams. A room seen from one direction is just a room. But turn in the other direction and it magically expands to become an entire building. Our brains blend the borders between distinct objects so that the separation between concepts melts into a Soup of Everything. 

Omri’s working on images for the Memory Mines section of Alice: Asylum. And he sent over some ideas for The Dormouse (main image, above) and the Control Room where Dormouse and March Hare might run their operations. 

He says of this stuff… 

I had a few thoughts about the location of these two and about the elements for the gameplay.

First- i made the designs, i keep imagining these two guys- probably not in the same room and probably inside some complex structure. like maybe they are already inside of the robot from the beginning and when the times comes the player sees it’s a robot but from afar it’s like a random control room. Generally- 2 separate control rooms, identical rooms. i thought each element, hear, see and move should be part of the room and have it’s own elements for the world.

WHAT I THINK YOU NEED TO CONCIDER.

I’d consider moving this whole world to be inside of a forest.

Yes have mining, yes have gigantic holes but have a lot of trees and greenery with chaos tentacles connected / used within the gear, like i did here with the room. it starts as tubes but then turns into tentacles. a mashup of a rainforest and mining areas will look new and fresh. trees can have elements like the memory tree. trees can be harvested as well as the soil and the essence of the memories. like it’s harvesting Wonderland and infecting it as it goes.

having the location be like you guys wrote- the mining and hatter, it’s 1:1 exactly what was in AMR. i think we can do better although it does work well.

If this is approved Alex i can separate elements into pngs but i wanted to show you first this so you can discuss it and tell me if there’s need for more design work / art on this task.

Sounds like a cool idea to me. What do you think? Let us know in the comments below!

From Shanghai with Hares and Meeses,

-American

Madness in the Asylum

Dear Insane Children, 

Lots going on these days and very little time to take care of it all! Madness in the Asylum!

And among all the things, we need to take Lucky for MOAR SHOTS this week on Thursday. That means we will need to move the Live Stream to the following week. 

Sorry about the late notice but I just found this out last night. And what’s with all these shots? I swear, since this kid was born, he’s going in for shots once a month… By the time they’re done he’ll nothing but holes! 

The man himself. Going for a bike ride with his favorite pet trash truck. 

Meanwhile, our art team continues to crank out beautiful illustrations… 

Adam is working on a series that highlight Alice’s time in the Asylum. And these feel particularly appropriate to the theme of “shots” and needles. 

Yikes!

Next up, for those of you interested in the Narrative Development going on behind the scenes… 

I am working with Alex this week on a list of notes that I hope will drive us towards our next release-able story chunk. More on that soon… 

And I’ll be back later this week with more artwork and design stuff to share. 

From Shanghai in the Summer Rains, 

-American