Tag Archives: Interactive Fiction

February Update

In the development plan I posted late last year, I made the educated guess that I would be finished Act 3 sometime around July or August.

It is currently the middle of February, and I am almost finished Act 2. At this rate, I may even finish the interlude that follows the end of Act 3 by the beginning of June.

A lot of this has to do with the new medication I’ve been taking for the past two months. For a long time, I really did believe that my inability to focus on almost any task was a normal thing which everyone dealt with and that this was really all just a lack of discipline on my part. I didn’t really consider that it might have had something to do with the chemical state of my brain until relatively recently – and it’s only been even more recently still that I’ve seriously considered getting a professional assessment and a prescription to manage it.

But now that I have, the results have been nothing short of phenomenal. Throughout my entire writing career, I’ve been stuck at a sustainable rate of about 40-50 000 words (counting code) a month. If I were really pushing myself, I might be able to manage 75-80 000 words, although I’d be more or less in a state of mental exhaustion after that.

I’ve written 80 000 words (not counting code) in the past two weeks – and this is accounting for the fact that I’ve spent two of those fourteen days solely on outlining and plotting. It used to be that 4000 words a day was the upper limit of what I was capable of in a 24 hour period. I’m now beginning to consider 4000 words to be a “slow day”.

I am genuinely not sure what my limits are right now, and sometimes I feel like I’m still testing them. I can only imagine how much I’ll be able to get done in the long-term, once I find those limits and become comfortable with them.

And yes, I will be making lamb chops tonight.

If you want to support the project – and get access to the development Discord and the playtest versions, take a look at the separate Patreon for Shadow of the Eagles here.

In the meantime, my first Patreon is still going strong. This month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms, and Creator’s Guide to Writing and Worldbuilding, are now up, thanks to its supporters.


January Update

First of all, happy new year!

Second of all, holy hell have I gotten a lot done over the course of this past month. The Patreon for Shadow of the Eagles has been a huge success, and I’ve been not only able to hire a CSS developer to help me implement the UI, but I’ve also been able to get most of the final UI in place and working over the course of the past two weeks. That means the current playtest version already has a very slick graphical interface which is both attractive, and intuitive enough to be easily comprehensible to almost all players.

A lot of the assets (like the portraits) are still placeholders, and not all the elements are final, but take a look:

Needless to say, there are going to be all kinds of neat visual and auditory bells and whistles which my previous games have never had, and I’m seriously looking forward to seeing it all come together.

If you want to support the project – and get access to the development Discord and the playtest versions, take a look at the separate Patreon for Shadow of the Eagles here.

In the meantime, my first Patreon is absolutely still going. This month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms, and Creator’s Guide to Writing and Worldbuilding, are now up as well, so take a look if you have the time.


November Update

When I was finishing up work on A Time of Monsters, I promised myself that I’d spend maybe a month or two winding down, just focusing on the fixing the post-release bugs which every game will have, and doing my best to rest my mind as much as possible.

So yeah, I lied.

The truth is, I find it hard to focus on something even at the best of times (I’m beginning to suspect that’s because of undiagnosed ADHD or something). When I’m nervously waiting on a commercial and critical consensus to form on a game I’ve spent two and a half years working on, it becomes bad enough that I can’t even focus on relaxing. That means I’ve mostly spent the past two days fixing bugs and searching out feedback and reviews ad infinitum, which probably isn’t healthy for my emotional state.

Which is why I’ve also started doing some prototyping work on my next project – the one I’ve been talking about in A Creator’s Guide to Writing and Worldbuilding this past year. I’ll probably have an official announcement up on that sometime either at the end of this year, or the beginning of the next, depending on how things go.

Speaking of which, this month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms, and Creator’s Guide to Writing and Worldbuilding, are also now up, if you want to take a look.


October Update

So, it should surprise nobody that I’m having an extremely busy month. That’s why my Patreon articles (and thus update) have come in a bit later than usual, although I think I’ll be able to get next month’s in on time.

With A Time of Monsters now announced, full-scale beta-testing has begun, which means I’m getting a lot more in the way of feedback. I’m committed to trying to make this game as good as I can, so most of my time is currently being spent addressing that feedback, either by adding new options and new text, or by tweaking existing text to improve clarity and impact.

The rest of my time is mostly devoted to “post-production”: things like approving character portraits, adding images, working in marketing material, implementing achievements and so on. This is all stuff I need to get done before I release in less than a month. I should also probably create a page for A Time of Monsters at some point too.

In the meantime, this month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms, and Creator’s Guide to Writing and Worldbuilding, are finally all up for you to tide you over, so take a look at those when you have the chance.


Coming Soon: Hunter the Reckoning – A Time of Monsters

So, now you know what this secret project has been.

For the past two years, I’ve been working on Hunter the Reckoning – A Time of Monsters, an interactive fiction set in Downtown Vancouver within the World of Darkness. It’s been a unique experience, working not just in something like the present day, in someone else’s setting, but also in a location which is literally close to home (as in, the other day, I took the train in to take some pictures of the locations you’ll be visiting), and the result has been something which is really unlike anything I’ve ever done before.

In A Time of Monsters, you play as a young member of Vancouver’s depressingly large homeless population, thrown into the midst of mortal peril as your encampment is raided by the police. Within hours, you find yourself hunted – not by law enforcement, but by something stranger, deadlier, and hungrier.

Without money, allies, or most of your possessions, you must make your way through the heart of a city which rarely has sympathy for the likes of you. Where will you rest your head? How will you fill your stomach? And most importantly, how will you escape the monsters at your heels? Who will you trust? What weapons will you scrounge? What path will you take?

How will you fight back?

Hunter the Reckoning – A Time of Monsters comes out on Android, iOS, and Steam (which also has a demo available right now) on November 13th. Expect more news soon.


September Update

I’m done – kind of.

A few minutes ago, I just submitted the “full draft” of my current project. Granted, it’s still missing some ancillary bells and whistles, and some planned balancing features, but the project is, for all intents and purposes, “complete”.

Honestly, I thought I’d be able to announce this project way before this point. The fact that I haven’t has been an interesting experience to say the least. I cannot count the number of times I’ve overheard or read something which really made me want to talk about it. I understand the necessity of an NDA in this case, but I do wish my publisher could have played a little faster and looser with the timeline here.

That being said, I will definitely be able to announce what this project is by this time next month, you can absolutely count on that.

If you’re looking for some of my writing that isn’t under NDA though, this month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms, and Creator’s Guide to Writing and Worldbuilding, are all up for your perusal.


August Update

I’m currently about halfway through the last branch of the last act of this project that I still can’t talk about. It’s nearing about 900k total words in length now, and I wouldn’t be surprised if the total word count tops a million by the time I get the epilogues and the reference materials done too.

As for what it actually is, that still has to wait. I’ve been told I can’t announce until a trailer’s ready, and that won’t be done until the art’s done, and the art… might still be a little ways off.

In the meantime however, this month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms, and Creator’s Guide to Writing and Worldbuilding, are all up, so take a look at those (including some notes on my next project) to tide you over.


July Update

Not much of an update this month. We’re kind of in the middle of a heat wave, so any kind of extraneous movement is about five times more uncomfortable than it would be otherwise.

I have still been working on my current project though, to the point where I’m now about halfway through the second branch (out of three) of the final act. That means an announcement for what it actually is should be months – if not weeks – away.

In the meantime, this month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms, and Creator’s Guide to Writing and Worldbuilding, are all up.


June Update

It’s been another month working on the project I still can’t talk about yet. To be honest, I’d have thought I’d be able to announce it by now. I’m maybe only a few months from finishing it up. Of course, announcing isn’t my decision either way, so I guess it’ll be up to higher powers than me to decide when we’re ready to go public.

This month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms, and Creator’s Guide to Writing and Worldbuilding, are all up. The last of these is the transcript of a Q&A session about the project I plan on working on after the one I’m currently doing (don’t worry, this one won’t take 5 years). The questions are from my backers on Patreon, who support basically all the writing I do, so if you’ve got the money to throw at me, I’d be happy to take it.


May Update

Another relatively uneventful month over here, although I did have a little hiccup earlier this week when half of my apartment’s power (namely, the half my router is plugged into) went out for two days. I decided to make the most of it by writing without distractions while I waited for my property manager to call an electrician to fix the wiring.

Which is to say, that’s how I managed to write 12 500 words in 48 hours.

Anyway, if you want some of my writing which isn’t still stuck behind an NDA, check out this month’s Soldier’s Guide to the Infinite Sea, Adventurer’s Guide to the Fledgling Realms, and Creator’s Guide to Writing and Worldbuilding, which includes some more details on the project which… I’m probably going to work on after this one..