2022’s Double Print Reminder

Dear Insane Children,

Font Lord here with your reminder that the next print we’re doing (October Patrons charged in November) is a fantastic double-print as we do every year at this time. Yay!

The header image of this post shows the prints in all their glory.
I don’t think they have names yet though, I’ll have to ask American, and yes, they are two separate prints and not 2 pictures on 1 print.

So if the double print month tickles your fancy, make sure to be at the $75 level BEFORE THE END OF OCTOBER. There’s no reason not to make the change now since you won’t be charged until early November anyway, so waiting until 11:59pm on Oct 31st to change is unnecessary.

A couple of other things of note.

1) If this will be your first time ever at the $75 level, we’ll also send you a Hysteria Rabbit + Bag. 

2) These two prints will be going into the Mysterious Store and also the 3x$35 Tier choice as well in November, but only as single prints, not a double offer.

3) Yes, you can change your tier again to whatever tier you like after you have been successfully charged the $75 in November.

And that’s all there is about the 2022 Double Print for Patreon, but speaking of ‘Double Prints’…

We have had to make some more space on our art shelves in the warehouse, and as such 4 older prints have been permanently removed from Mysterious and the 3×35 tier selection and the remaining stock has been combined into the following 2 products.

CHAOS ALICE + GUILT DRESS (10 remaining at the time of writing)

https://mysterious.americanmcgee.com/collections/new-products/products/double-print-chaos-alice-guilt 

COLLAPSING CHURCH + TEA PORT (5 remaining at the time of writing)

https://mysterious.americanmcgee.com/products/copy-of-double-print-collapsing-church-tea-port?_pos=2&_psq=double&_ss=e&_v=1.0

Hope you’re all doing well.
Big hugs from Shanghai   🙂 

F0ntL0rd 

Inferno & Hysteria Special State Outlines v1

Hi all,

Alex here with some updates on special state outlines as we flesh out the Design Bible.

Here is our first take on building out the special states for Alice: Asylum.

The first is; Inferno (a brand new special state) and the second expands on Hysteria (from Madness Returns). 

The approach is that each end of the gameplay spectrum (success and failure) are rewarded for keeping you in the game by rewarding your playstyle. You choose one to aim for.

If you’re a gun and want to bank on consistent combat success, Inferno is for you.
If you’re playing it close to the knife edge and expect a death save will help, Hysteria is for you.

One or the other is selected.

Not both.

Let’s start with Inferno.

This special state was created as a necessity to reward skilled play.

In design discussions, one of the gripes we had discussed playing Madness Returns was that a player’s skill went unrewarded if they kicked butt in combat. 

You progressed, but if you were great at the game and didn’t suffer any damage, you could effectively run near the whole game without ever activating Hysteria, thereby missing one of Madness’s coolest and most iconic mechanics.

The rationale from the Design Bible is below;

Unlike Hysteria, where Alice triggers the state automatically when her health is low, Inferno is a “super meter” that builds by chaining large combo hits and defeating enemies in repeated, rapid succession. Inferno acts as a reward for highly skilled combat performance.

The Inferno Bar is sustained only through specific item pick-ups or increased successfully via continued, perfect combat execution.

Once the bar is full, Alice can trigger” the Inferno attack state whenever she chooses.

When triggered, a special high-damage fire-based burst attack is initiated, and then the Inferno bar will drain, allowing for a limited time Super State”. During this time, Alice has access to special buffs in combat and exploration for a short time.

Each time Alice is hit fails a dodge or doesn’t instigate a successful attack after a short amount of time, the Inferno Bar level will drop, and eventually, disappear if not used.”

Conceptually in action, Inferno has three phases.

1. Burst/Activation Attack – What happens when Alice triggers Inferno?
2. Passive/Limited Time – How is Alice affected as the meter runs out during Inferno?
3. Completion/Extinguish – Special state expires. Alice returns to normal.

In the spirit of accessibility and “playing your way” we’ve given you a combination choice for how Inferno phases could sync with your preferred playstyle.

On activation ([L1 + R1] button press or similar) A high-damage, fast, quick attack is unleashed. Options for Burst attacks are;

1A) Burst/Activation State: Hail of Fury

Unleash a rapid fire storm of flaming vorpal blades for a short duration in front of Alice. Long Ranged attack. Flaming vorpal blades explode on impact and can set foes alight. Can be aimed while in use, but not stopped.

1B) Burst/Activation State: Scorching Blade

The Vorpal Blade turns into a large, two-handed great-sword variant, and Alice quickly cuts a vertical slice ahead of her, then to the side in a wide arc, forming a flaming cross. Medium-range melee attack. Highly damaging, effective in 180 arc ahead of Alice. Cannot be aimed. Enemies catch alight and suffer DPS over time if not destroyed by the initial attack. Quick Burst attack in battle.

1C) Burst/Activation State: Firestorm

Alice erupts in fire and fury, sending a massive flame shockwave around her. A flaming crater forms around her, causing a large fire trap that damages any foe inside of it. Close Range burst attack. Extreme damage, but short range. AOE is 360 degrees with Alice at the center. Enemies catch alight and are knocked back by the blast.

Next up, we have the Passive States;

Once activated and the activation attack is completed, the super bar/meter will deplete, allowing for a short, limited time frame in which Alice’s abilities are buffed.  Options for Alice during this state are:
2A) Passive/Limited Time State: Speed Demon

Alice’s movement speed is significantly buffed, and all attacks are faster (Melee and Ranged attacks). While Alice moves, she leaves behind flaming trails that can damage foes or set them alight. Alice will not suffer any damage from these trails while Inferno is active.

2B) Passive/Limited Time State: Molten Steel

Alice’s vorpal blade bursts into flames, and all her standard attacks receive a significant buff in damage (x1.5) and all heavy attacks now cause an explosive knockdown effect. Causing smaller foes to explode when they are knocked down with strong attacks, or when they collide into other foes, or the ground. Each exploded foe leaves behind a small flaming crater, that can damage other enemies if they step inside them.

2C) Passive/Limited Time State: Phoenix

Alice sets alight, and her health constantly regenerates during the special state duration. If Alice suffers damage from attacks during this phase, her combo string is protected, and any bonuses will not be affected. Alice is not “invulnerable” during this stage, but her constantly recharging health improves survivability greatly.

DESIGN NOTE: Kills or large amounts of damage inflicted during these special states slightly recharge the depleting special/super bar, giving the player more time to use the ability.

Low health and near-death state of health required. (Approx~ Between 1%-20% of HP/health remaining). PRESS [L1 + R1] to Trigger Hysteria once the damage threshold is met. Super Completion State: After the Inferno special state is completed, and the super bar is empty, Alice will be “extinguished” and return to her normal appearance. All Inferno active buffs will cease until activated again. What would you run?

I’d be leaning towards some Scorching Blade with Molten Steel to deal some serious damage in a heavy combat scenario. Maybe if I were in Boss Combat, I’d unleash a Hail of Fury from a distance, then enjoy Phoenix as the time decreases, adding survivability during some intense boss fighting. Mix and match, play how you want.

Let us know if you enjoy this design approach.————On the other hand, Hysteria is, in effect, a death save. It keeps you in the game if you are near death, and can offer some flexibility if you are a player who enjoys high-risk, high-reward scenarios. We’ve kept true to the effect from Madness Returns, but added a few spicy new attacks for this iconic special state in Asylum. Hysteria – Activation State Requirement:

1. Scream

On activation ([L1 + R1] button press or similar) A high-damage, fast, AOE attack is unleashed. Alice will scream, and the game-world will turn black and white and skewed. Alice’s scream emits a shockwave ripple effect, that damages and knocks back all enemies it touches. If killed by the AOE wave, enemies will explode into meaty gibs. Shockwave travels a medium distance, with Alice at it’s centre point.

Once activated, the following special Hysteria buffs will activate for Alice.  • 2x Damage Buff on Melee All Attacks. Slicing melee attacks (vorpal blade) have a chance to cause evisceration, carving off limbs and foes into chunks. Heavy impact melee attacks (hobby horse) have a chance to cause obliteration, smashing foes into a fine red mist. All heavy attacks have “Guard Crush/Shield Break” properties.

• Limited Invulnerability / Health Regen For a few seconds after Hysteria is activated, Alice will be impervious to all attacks. This effect does not last for the full duration of the special state however, and Alice can be damaged once her Health Starts flashing again. If her health falls to 0% during Hysteria, she will die as usual.

The main purpose of Hysteria is for Alice to slay her foes. Her health will regenerate commensurate to her bloodshed. More Kills = More Health restored.

• Vorpal Blade Attack Buffs

Special Attack 1 – Dark Orbit Holding down the “Throwing Knife” attack button causes the Vorpal Blade to fracture, and create a rapidly swirling orbit of broken vorpal blades around Alice. This attack will cause massive damage if it connects with enemies. Once released, the blade orbit shoots off in all directions, before reforming as the blade in Alice’s hands once again.

Special Attack 2 – Jagged Edges Attacking with the Vorpal Blade in mid-air after jumping will cause Alice to spike her blade into the ground. In front of where she strikes the ground, massive, jagged Vorpal blades will spike out from the ground in front of her in a random arc, inflicting massive damage on all enemies the quake of blades connects with.

————

And that’s what we got so far. What do you think?

I think this is a fun discussion to have, and one we’d like your thoughts on.

As always, these outlines are purely conceptual, early, and 100% subject to change should development be greenlit or the mechanics on paper not align in-engine if developers and playtesters one day work their magic.

However, we feel these are interesting discussions and a good direction to start with by outlining them in the Design Bible. Drop your feedback and comments below.

More to come, cheers!

-Alex

Iconography Design – Attacks, Weapon Quirks, and Enemy Behaviours

Hi everyone,

Alex here again. If you dived through the spreadsheets in the last post, you may have seen some new iconography designs dotted amongst them.

The icons are graphic visual elements to enhance the data they represent; namely;

• Enemy Attack Behaviors

• Weapon Attacks – Alice’s Primary and Alternate Fire Modes

• Weapon Perks – We’re calling them “Quirks”

I want to use these visuals where I can to give a consistent visual cue whenever a particular game design element is mentioned, either in the DB or in the spreadsheets.

These are early first passes for each icon, and may be slightly reworked if I have the time.

I want to introduce more contrast, maybe some white or another shade of red… but as the project is largely a “work-in-progress” here’s some more of that to share.

Let me know what you think.

Detailed explanations for the information these icons represent are mentioned in the spreadsheets in the other post.

These will appear in the Design Bible (along with a lot more) in the big Halloween update.

Back to it!

Cheers,

Alex

Live Stream? YES! Today!

Dear Insane Children, 

Just a quick reminder there WILL BE a Live Stream this morning. Martin is in the house, the live stream computer is up and running, and all systems are GO! 

So, please join us over on my Twitch Channel… 

twitch.tv/americanmcgee

You can also tune in via YouTube (probably) but note that you can’t win prizes there: 

youtube.com/americanmcgeeofficial

Prizes? Yes! There’s always prizes!

And we’ll go through new art, details from the Massive Update yesterday, BD updates, and more!

Amazing bit of art (main image above) from Gareth. The description for this… 

What we want to see, is grisly aftermath of how this Queen will look beheaded.

Corpse on ground or slumped in front of throne.

Alice, Knave and Rabbit plush are all mentioned in the narrative section that accompanies this new image.

It takes place after the image of the Rabbit and Alice spinning image you just completed.

Love it! 

See you in the live stream SOON!

From Shanghai with Love, 

-American

Alice: Asylum Game Design Overview & Data Spreadsheets / Huge Update!

Dear Insane Children,

There WILL BE a Live Stream this week at the usual time. 

Thursday at 10AM for us here in Shanghai. 7PM if you’re on the West Coast of the US. And we’ll be discussing the content in this post… 

This is a BIG text-based post.

Here’s TL:DR version;

The first pass on massive, detailed core game design & data documents has recently been completed and is attached to this Patreon Post at the bottom.

>>> Scroll down, and hit DOWNLOAD <<<

Best viewed on Desktop.

MASSIVE SPOILERS WITHIN.

PDF and HTML (web browser) versions are ready to rock, and we’re sharing them with you now, (and other third parties).

This is all critical stuff towards the progress of the Alice: Asylum project.

Want the long version?

Keep reading.

————

Hi everyone,

Alex here. My “roles” on the Alice Project are ever-changing as needs arise, but today, I am writing to you from the perspective of the lead designer, an assistant game designer, and a producer.

The first thing I want to do; is thank you all for your patience in these communication gaps while we’ve been doing some serious work.

This morning, American and I just ticked off huge milestones towards whatever potential end goal we may see with Alice: Asylum.

These are data-driven, core-design elements for Alice: Asylum, namely;

1. Main Levels & Areas of Gameplay
2. Detailed Level Structure and Content
3. Weapons Detail
4A. Enemy Basic Abilities
4B. Enemy Overview & Structure
5. Enemy Detail List
6. Pickups and Resources Detail
7. Passive Buffs – Dress Rune System
8. Extra Key Tasks Areas Required

Some of it looks like this;

This is vital work in tying threads of Alice: Asylum’s game design.

To put things in context, a few weeks back, American, Adam (our tech lead), and I sat in on a high-level meeting with another third party (unnamed due to confidentiality for the time being).

This initial meeting was geared towards Alice: Asylum being reviewed and discussed with serious intent for actual game development.

The meeting couldn’t have gone better, and the bridge we’ve built with this third party seems positive, open, and constructive.

The action plan after the meeting resulted in the need for American and me to complete serious deep-diving into our data and the Design Bible.

We needed to present and boil down our existing ideas and information so game developers and programmers could have a clearer line of sight toward measuring their potential dev work.

After a focused few weeks of game design and compiling a vast array of data (and dreaming of spreadsheets each night), American and I now have many of Alice: Asylum’s core foundations ready for review.

Any prospective development partner can now potentially gauge an initial scope of work. And most importantly, attach a dollar amount to the development work involved.

Whether we’ve hit the nail on the head in the first pass is to be confirmed.
Regardless, by the time you’ve read this post, we’ve most likely handed the discussion back to this third party to let them get to work crunching numbers.

Our end goal this year is to have;

1. The Design Bible Completed (Our Creative Vision – More on that later.)

2. A Scope of Works established for the potential development of Alice: Asylum (Our Game Design Data – See attached documents.)

3. And; a Budget Projection in place that considers both the Design Bible, and Scope of Works to complete the full picture. (The Budget Document – This will be worked on by our potential Development Partner and relevant team members.)

When those 3x items are all in place, and everything is locked and loaded, we should have the full package for Alice: Asylum ready to go to be shopped around.

The idea is to put any financier at ease with investing upwards of US $30 Million into a project that is thoroughly considered and realistically measured from relevant angles.

Here’s a little snippet of the email we sent out today;

<START – Partial Email – Sections Edited or Removed>

A couple of important points to note.

1. The information contained within these spreadsheets is 100% open to developer input and expertise.
We are open to finding the best possible solutions to achieve the intended goals of quality and game experience by working collaboratively with you.

2. The Alice: Asylum game experience is not meant to “reinvent new and daring game design.” 
We simply want to build a high-quality game, using familiar and proven game design elements in a fresh mix.

We want to create a familiar, intuitive, enjoyable player experience, using existing tropes, and tried and tested gameplay experiences.

We envision Alice: Asylum as a linear, modern, third-person action/adventure/horror game, blended with first-person shooter/action foundations.

Ease of use (accessibility), flexibility, level navigation efficiency, and smooth user experience are all key to what we want to achieve.

Alice: Asylum heavily focuses on story-telling, creating a “visual and audio feast” for players to enjoy.

<END – Partial Email – Sections Edited or Removed>

———–

So, what’s next?

We wait. And see what comes back. The discussion will continue.

From my perspective also assisting with Alice’s project management there’s a few things to note.

Given the scope and size of the work required to complete the Design Bible, we did not have time this year for this additional game design and data work in the original schedule, back when we mapped it out in March.

Data wrangling and categorically organizing game design is time-consuming and labor-intensive, but I think American, and I have covered some important ground quickly, and out of necessity.

Once a relevant party showed the right level of interest, it needed to be done.

Timing is critical, and we’re glad to have this early stage of potential development prep moving along.

We’ve adapted to spin the required plates as best we can simultaneously with our tiny team and resources.

My focus this year has always been on completing the Design Bible which I am itching to get back into after living in spreadsheets for the last month or so.

The team continues to crank out beautiful concept artwork, and there is a TON of progress to share on the Design Bible.

Speaking of which;

We will be sharing a HUGE update on all things Design Bible for Halloween this year.
Mark your calendars.

This one is going to be nuts, and might be the last big update before we release the Design Bible V1.1 PDF for the end of 2022-Early 2023.

———–

Live stream questions?

The Alice project is at a critical point.

We have work to do. Getting it done is our priority moving forward.

But when we do chat together from here on out, it’ll be important.

I’ll be making time to be in the chat on the Livestream with Martin and American later this week.

If there are any questions or feedback you’d like us to consider, please type them so we can see them easily.

Or, save your questions up for the live stream, and I’ll do my best to answer them in the chat when I see them.

Thank you as always for your continued support of the Alice project.

I look forward to sharing the journey and work we complete as it all continues to take shape.

Cheers,

Alex

Radcliffe Defeated (but all is well with me & team)

Dear Insane Children, 

Apologies for the radio silence. All is well! And the pre-production team continues to make excellent progress on the Design Bible. 

I meant to post last week but decided to hold off because THIS WEEK we’re trying to do a big Update Post (from Alex) and a Live Stream and to share a bunch of New Art! 

An excellent new image (above) from Joey… depicting the scene wherein Radcliffe is finally defeated. He gets what he deserves! 

SO… don’t fret or worry or anything else. All is well! 

We’re enjoying super beautiful weather in Shanghai these days. This is my favorite time of year here. Kids are laughing and playing outside. There are rumblings of good news from Hollywood (related to various projects in development there). And lots of great progress being made on Alice: Asylum pre-production/pre-development planning and design. 

Expect a big update on all that this week! 

From Shanghai with Sunshine and Smiles, 

-American 

toys in broadway plush toys plushie dreadfuls toys jim gaffigan