Tag Archives: News

A Few Changes

Some of you may have already noticed that I’ve made a few changes to the website today.

First of all, I’ve archived the Flash Games page. It’s still there, and so are all the individual pages attached to it, but it’s just not regularly accessible anymore. I figure that most of the people who visit this site are here for updates to my Interactive Fiction more than anything else. Flash hasn’t really been relevant for a decade, and the games which I did complete in that part of my life are really only accessible via emulator these days.

This also puts more room in the menu for another page, reserved for my next project – which probably isn’t text-centred enough to qualify as interactive fiction.

In the meantime, I’ve also put up a new page for A Time of Monsters in preparation for its release on the 13th.


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.


February Update

I’m back in the saddle this month, working on that main project I can’t talk about. What I probably can say is that it’ll probably be done primary writing work sometime in late summer – which means a release late in the year, assuming conditions are favourable.

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

In addition, you may have noticed that this month’s Creator’s Guide to Writing and Worldbuilding is a bit different. Instead of focusing on a specific concept of narrative design or worldbuilding, the Patrons have voted to have me walk through the creation of a (relatively) small narrative game. This will be something I work on in my free time and something I’ll work on in the time I normally allot to Patreon content at the end of every month, so you don’t have to worry about it slowing down my normal writing pace. That being said, if I end up getting some gaps in my schedule (say, if I have a project in the publishing queue and therefore have a lighter workload for a month), I might pile in some more work on it.

Eventually, once this project takes shape, I’ll be uploading development demos and additional content for it onto my Patreon. If it really grows, then I might spin off a separate account for it. However, until then, you can support it – and all my other regular Patreon content, as always, through here.


November Update

So, another month’s come and gone, and I’m still working on that project I can’t talk about yet. Unfortunately, I don’t think I’ll be able to announce it for quite some time – I suspect that’s because the license-holder and the publisher would like to have a lot of marketing material ready to go before doing a formal announcement.

That being said, I can still talk about the new process I’m using to write this one. I’ve finished the basic “play-by-play” skeleton of the game, which means I know more or less how every chapter is going to be organised and laid out. I’ve since moved on to building the “mechanical” outline, something which you could probably consider akin to the sinew of the game. Long story short, it means I’m currently filling in all of the scripting which actually links all the text together. The end result should be a game which is playable, but with placeholder text instead of the actual final prose.

I’m doing this mostly as an acknowledgement of the fact that I’m a better writer than I am a game designer – something which has become a lot clearer with the dev process of Lords of Infinity in the rear-view mirror. This way, I can have a mechanically complete game which will still be easy to test and rebalance, since I won’t have to also shift around all of the descriptive text at the same time. When I start on the actual final prose, I’ll have a firm idea of how the game works, where each storyline goes, and how everything is put together mechanically. The placeholder text isn’t polished or nuanced, but it does describe the basic emotional beats of each page too, so I won’t find myself stumped on how to proceed, as I often have before.

Note that this is not a simple task. There’s some really mechanically ambitious stuff here, and it’s entirely possible that this “skeleton” alone will be in excess of 100k words – but I know that everything I write now will contribute in some way to the finished game.

As usual, 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, chosen and funded by my Patreon – which not only allows me to write these supplementary articles, but also helps pay my rent and bills so I can spend more time on polish and balance which I couldn’t financially justify otherwise.


October Update

I’ve spent the past month still working on that project, which I can’t talk about yet. However, I can at least say that it’s another narrative-based game, that it isn’t Wars of Infinity, and that I’m sort of relying on a whole new production process this time around.

When I started writing interactive fiction, it was with minimal planning. I more or less winged Sabres of Infinity, and aside from the obligatory outline which was part of the pitching project for Mecha Ace, I didn’t plan ahead much then either. The entire plot outline for Guns of Infinity fit on a single sheet of paper.

With Lords of Infinity, I tried to go for a more in-depth plan, especially given how mechanically complex the whole game was. I outlined on half a notebook, then with each chapter, I would do a chapter-by-chapter outline before filling everything out. This definitely helped me keep track of some of the more complex mechanical systems involved, but it wasn’t a perfect solution either. One problem was that by the time I could actually get feedback on those systems, they were not only functionally complete, but already one part of an interlocking network of other systems. This meant that if a mechanic or a given plot thread proved to need work, it was very difficult to disentangle it from a complex of systems and plot threads which were already written and scripted. This meant that course-correcting faulty systems was often difficult, if not impossible – which led to a lot of the problems which I pointed out in my post-mortem.

Chiefly, this meant it was very easy to lose track of individual setups and payoffs. Part of the reason that a lot of storylines remained less resolved than many would have liked has to do with the fact that they sort of got lost in the tangle, and by the time they drew my attention again, there was no space left in an already almost-complete story to add their advancement or resolution.

That’s why this time around, I’m taking a different approach to planning and outlining. Instead of outlining chapter by chapter, I plan on creating the skeleton of the entire story and fleshing it out in phases. In my current phase, I’m effectively doing a highly detailed play-by-play summary of each chapter, plotting out how they’re organised in relation to each other, and making sure that each individual story thread is wrapped up in a way which serves the arc of the story and the player experience.

Hopefully, I’ll be able to finish this phase by the end of the month, and talk about the next by the time November rolls around.

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 now up.


September Update

So, I’ve been dealing with a lot of personal business over this path month, which I’ll probably get into in a few months. I’ve also been working on that new project, which I can’t really talk about – aside from the fact that I’ve signed a contract for it. Hopefully, I’ll have permission to make an announcement sometime soon-ish.

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.


August Update

A relatively slow month this time around. I’ve been wrapping up my work on Burden of Command this month, and although I’m still not entirely finished, we’re reaching a point where my role in development is coming to an end.

This makes for pretty good timing, given that I’ve also started to work in earnest on one of my new projects, which I’ll hopefully be able to announce soon.

As usual 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. If you like these sorts of worldbuilding articles, or would simply like to support my work further, I’d encourage you to contribute to my Patreon, which funds these three columns. I’ve just added two additional backers tiers for those who’d like to offer support beyond the $10-a-month tier, and have the means to do so.


July Update

Another busy month this time around, putting in work on both Burden of Command and another project which I’ll hopefully be able to announce soon.

As usual 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.


March Update

Well, it has certainly been a very eventful month so far. Lords of Infinity may be released, but that doesn’t mean I haven’t been fielding a constant stream of bug reports, feedback, and other suggestions for updates, which I’ve been trying to get out at a fairly steady pace (with three updates since release and a fourth on its way out soon). However, I think I’ve gotten most of the errors and bugs ironed out by now. Hopefully, that means I’ll soon have some time to rest a bit, after what has basically been an almost-five year non-stop development cycle.

That doesn’t mean I haven’t been working on anything else though. Some of you looking through the pages for my Patreon content may have noticed a few changes: namely, that there are now links to plaintext versions of this year’s articles. This was something I put together based on a kind fan’s suggestion to make my Patreon content more accessible for those who use screen-readers due to disability or other reasons.

Eventually, I plan on transcribing as many of the image-based articles into plaintext as possible. In the meantime, I’ll be adding plaintext transcripts for new articles, as well as on the Patreon page itself. If anyone has any further suggestions regarding this new system, I’d love to hear them, especially if it means making them more accessible or easier to read.

And of course, 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.


February Update

As of today, I’ve finished all pending pre-release work on Lords of Infinity: which means all achievements, images, and additional pieces of content which I was waiting for the post-copyedit process to implement are all now in. After a few more rounds of testing, I’ll be sending it all in for publishing – which means that barring any bugs I find last minute, the build of Lords of Infinity currently on my computer is the version which will release in two weeks.

Of course, that doesn’t mean I’ll be done. After release, I’ll still be on standby to deal with new bug reports and feedback, but until then, I think I’ll have some time to myself.

In the meantime, this month’s installments of A Soldier’s Guide to the Infinite Sea, and An Adventurer’s Guide to the Fledgling Realms, are both up.