Tag Archives: Update

February Update

Still working on that project I can’t talk about. Now that outlining’s done, I’ve started working on it in earnest, with the prologue just finished this morning.

It should be a less expansive project than Lords of Infinity was, although that’s not really saying much. It does at least mean that it’ll probably only a year or two before I finish up with it and start on Wars of Infinity – although it’ll still be a while before I can reveal what it actually is.

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, thanks to my supporters on Patreon (as always), so give those a look while you’re here.


January Update

New year, still working on the new project I can’t talk about.

I’m well over 100 000 words with it now, although the Phase 2 skeleton isn’t quite finished. However, almost all of the mechanical skeleton for the main story is about done, which means I only have the last branch of the last chapter and the epilogues (there will be multiple endings, and they will be quite different, based on your choices throughout the story) left to do before I can take a step back, make some revisions, and then start filling in all that placeholder text.

Hopefully, somewhere around that point, I’ll be allowed to break NDA.

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 (as always), so don’t forget to give those a look.


December Update

Another busy month this time around. I’ve been finishing up the phase two skeleton for the project I still can’t talk about. I’m almost done now, and I suspect I’ll be finished that part sometime at the end of this month or the beginning of the next one. Note that while I’ve been calling it a skeleton, it’s really more like a pared down version of the final product which will have full mechanical function and probably more than 100 000 words of text and code.

So it’s quite an undertaking even by itself.

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, chosen and funded by my Patreon (as always), so give those a look too.


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.


June Update

It’s been an eventful month this time around. I’ve been spending a lot of time settling into my new computer, and moving over all the tools which I need for my workflow. That’s part of the reason why this month’s Patreon articles are a bit late. Don’t worry. The process is just about finished and we’ll be back on schedule for next month.

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.


May Update

This past month, I’ve had some more time to work on my monthly columns, which means May’s articles are a bit longer and more in-depth than usual.

In addition to the normal Soldier’s Guide to the Infinite Sea and Adventurer’s Guide to the Fledgling Realms articles, I’ve also written a post-mortem of Lords of Infinity for this month’s Creator’s Guide to Writing and Worldbuilding. It discusses a lot of the feedback I’ve gotten from fans over the course of the past two months, as well as the lessons I’m taking going forward into my next interactive fiction project (which I’ve also started preliminary work on).

As usual, these are funded by those of you who contribute to my Patreon, which is honestly one of the major reasons I’ve been able to keep up writing full-time. This line of work doesn’t make anywhere near as much money as most people think, and even with the surge of income from Lords of Infinity‘s release, we’re still not in particularly good shape financially. It was not easy to go more than four years working on a single project without any new release revenue, and oftentimes it was my Patreon which filled the gap and made it so I didn’t have to get a second job or go to friends or family for help making rent.

So thank you, to all of you who’ve contributed during that time. I wouldn’t have been able to devote anywhere near the amount of time and effort I did to Lords of Infinity without you, which means the quality of the finished narrative owes a lot to your generosity.