(I Also Write Children's Books!)

Friday, February 20, 2015

So, Where Next?

First, I want to thank you all.

You might think that the release to the sequel of my first bestseller would be a wonderful moment.  It's actually been a pile of fear and stress.  Every bad review hurt.  The good reviews and the interest from the commenters here has warmed my heart and made it easier to get back on my feet and going again.  The discussions, the questions - you have been a life preserver in a sea of career uncertainty.

So, now that my head is more or less clear, what's happening?

Well, to my great sorrow, A Sidekick's Tale is not going to work.  I identified why it's cute but not gripping, and it's the central premise.  I might post everything I wrote here?  Not sure.  Heartfelt and Anywhere will be back in another book, that I know.

Love, Hate, and the Chocolate Rabbit will be picked back up, and I've felt interested in it, but I'll probably want to wait until I have something more reliably wide audience just to make me feel better!

I've actually written the first chapter of Book Three of the Inscrutable Machine.  I was going to launch into it next.  I had a brief delay while I did research, but that got finished to my satisfaction.  Except...

My publisher has asked me to write a 15000-20000 word novella set in the Inscrutable Machine continuum.  They have some other superhero type titles, and thought an anthology sorta thing would be cool.  So, I'm working on that.  This idea was JUST raised, like, two days ago.  I'm going through ideas and figuring out what I want.  The three current leading ideas are:

The very weird day Bull met Evolution.

She Who Wots' younger sister, and their peculiar home life.

A further exploration of corporate villainous silliness.

What do you think?

Thursday, January 29, 2015

Yay, It's Out!

Volume two of the Inscrutable Machine is out!  Here's the Amazon link until I get back from breakfast and can put one up officially.

Now I sweat bullets about whether people like it.  There's some reviews already, if you can believe it.  The consistent opinion: It's different from the first book.  That's deliberate, since writing the same book five times would be boring for everybody.  The question is, will people like that difference?

Tuesday, December 23, 2014

Oh Yeah, The Cover

You people like cover art, right?  Everyone likes cover art.  Here's the cover for volume two of the Inscrutable Machine.

This may be the most pure and perfect example of cover art ever revealed, because everything on the cover is in the book, and everything is drawn completely wrong.  The gate is wrong, that's the wrong moon, those are the wrong kind of tentacles, Conqueror Orbs don't look like that, and the cat... actually, the cat isn't HORRIBLY wrong.  And none of the spaceship interiors look like that.

And he didn't include Remmy, and you don't have a book without Remmy.

Small note on the edits: We removed most of a page from the first book in the magic shop where the kids recap to Lucyfar.  I agreed to cut it precisely because you are losing zippola, so it shouldn't have been in there in the first place.  I know you folks like to know what changes.

Right now and through Christmas there's a 99 cent sale on the first book, in case any of you don't have it yet!

Friday, December 19, 2014

As Promised, The Additions

Book two's editing is finished.  It's releasing on January 25th, and is available for pre-ordering already!  The link is, uh... okay, here.

But you're not here for advertizing, because let's face it, if you're reading this you've already read my books.

Book one's editing is so close to finished that I can finally share with you the two significant additions.  I put two points in the first book about why Penny and her friends weren't caught that were too subtle, and not many people picked up on.  Given their crucial importance, I thought I'd better go back and make them a little more eye-catching!  Here they are:


I stared. I was being treated to what should have been a close-up of Claire as she and Gabriel chatted, but it wasn’t. Who was this girl? Claire didn’t have a dimple. I’d been seeing Claire’s smile most of our lives, and she didn’t.
Or did she, with her power turned up high? What exactly did she look like then? All I could remember were eyes and a mouth, those oh-so-serious expressions she was giving Gabriel.
My stupid mouth acted on automatic. “She almost looks like Claire.”
Dad just chuckled. “She does, doesn't she? I think it was a half-hearted attempt to frame Claire. The name is deliberate, and the costume is a reference to her power. I say 'half-hearted', because if E-Claire were really trying she would hide her face. The first words out of your mother's mouth were 'Her cheekbones are wrong', and her body language was wrong in the first video. She can't even claim to be Claire in makeup.”
Claire Lutra, you little vixen. You knew all along your secret identity was completely safe. Your Mom must have known as well. And if E-Claire couldn't possibly be Claire, then her teammates couldn't be me and Ray. You devious shape-changing vixen, Claire. You'd covered us all.


“The Brain Auk does sound like a mixup waiting to happen,” I conceded, letting my grin at least peek out.
Dad's mouth twisted in momentary disgust. “So did the Dark Brain, Bad Brian, Sir Brian the Brave, and that guy with the mind control powers who just called himself 'Brian'. He was never caught. By the time we figured out what he was doing, he'd disappeared.” Woo, so much weight on those words. Dad really hadn't liked that guy. No wonder I'd never heard about him.
Dad was so eager to move on, he kept talking. “E-Claire is just the beginning of Claire's problems. When she gets older she'll have to deal with Clairevoyant, Clairion, and half a dozen others. Get used to people suspecting you're Penny Pincher, Penelope Peril, Penny For Your Thoughts, and probably Paranoiakk. I've always suspected we're related, and she's young and female.”
I giggled. It wasn't just funny. Safety from discovery felt pretty good. “Does this happen a lot?”
“Constantly. If you have a common name, there are hundreds of heroes and villains who share it. And they all love puns.”
Giving him my biggest, most impudent grin, I asked, “And the Brain Auk?”
My stratagem worked. He changed the subject.

Wednesday, December 10, 2014

Actual Progress? THIS CANNOT BE

Sometimes, an author's job is really hard, as in 'work my perky little butt off' hard.

I am here to report that the first round of editing is done for Please Don't Tell My Parents I Blew Up The Moon, which I shall forever think of myself as At Least I Didn't Blow Up OUR Moon.

It took forever.  It took several times longer than any previous editing job.  It took two months to get the notes, and two weeks to go through them.  It took so long that I am not sure we can make the December 31st release date.  I'm not happy about that, but we play the hand we're dealt.  I certainly worked myself into exhaustion every day these last few weeks.

The first round of edits are also done for the first book, but my publisher and I agree that the second book is by far higher priority.  The updates to Supervillain can wait until Moon is finished.

Going forward, here is what has to happen:

A second round of editing, and possibly a third, must be finished.  While I cannot guarantee how fast my editor moves, the general rule is that these take a day or two total, because they involve editing 1/100th the content of the first round.

Then I make some minor changes to the text, adding in story elements my editor and I agreed on.  Then those have to be edited.  We're talking less than a page of content.

We send those to the proofreader.  In a normal editing run, this would be by far the biggest delay left, and it's the reason I don't think we can make the release date.  The proofreader cleans up misspelled words, out of place commas, incorrect grammar, stuff like that.  I have to go over those edits like I do the main edits, and it encompasses the whole book.  They are much faster than the regular round of edits because this is almost entirely limited, obvious stuff.  An awful lot is just 'accept accept accept' as commas scroll by.  However, there's no predicting how long it will take the proofreader to go through a whole book, especially since my books are never small.

I can't predict anything for sure, because this has taken so much longer than a normal editing job.  The biggest delays in the remaining rounds of edits should be me and my editor finding time to sit down and work.  That's how little actual work is left.

But this time, I don't know.

I haven't gotten to write in two months.  I'm looking forward to this being over.

Damn if you aren't getting a book that's polished until it squeaks.

Thursday, November 13, 2014

An Unexpectedly Good Story, FNAF2 Edition

This will be my analysis of the story of Five Nights At Freddy's 2.  SPOILER SPOILER SERIOUSLY IF YOU DON'T WANT SPOILERS RUN AWAY NOW.

I admit, I'm fond of finding stories where I wasn't expecting them.  I certainly was not expecting to find a heartbreakingly well told tragedy in the indie horror game Five Nights At Freddy's 2, but since I did, I'd like to talk about it!

The big secret revealed on the last night of the game is that this is a prequel.  FNAF2 happens during the murders of five children that lead up to the much-talked-around 'Bite of '87'.  Given the 1987 date on the check, and the phone comment that a birthday party on day seven will be the last event before the store shuts down, that day is almost certainly the day of the dreaded Bite.  During the week, the phone messages reveal ever more explicit hints that children are disappearing.  FNAF1 told us the bodies were never found.

The strongly hinted extra twist is that Jeremy Fitzgerald, the guard you play, is the murderer.  Towards the end of the week the phone messages say that store employees are under suspicion, and on day five the day guard is fired, possibly arrested - but judging from phone guy's panic on day six's message, another child disappeared.  That, and the fact that Jeremy is there on night six even though he's not supposed to be, are two of the biggest hints that it's Jeremy and not the day guard.

Also, and this is an important consideration in judging any literary mystery, 'you play the murderer' is exactly the kind of twist creator Scott Cawton has shown he likes.


See, that's all fine as far as it goes, but it's a simple story told with vague hints and minimal input.  No, what makes this beautiful from a writing perspective is how the animatronics tie in.

When you die, sometimes you get a mini game.  You can look up Five Nights At Freddy's 2 mini games on YouTube and see tons of videos of them.  They're not really games.  They're as ridiculously simple to play as walking into another room.  What they do is provide the animatronics' viewpoint of the murders.  THAT is super cool and brilliant.

In each game, you play an animatronic character.  The graphics are so crude it's hard to tell who you're playing sometimes.  They do their schtick.  Chica(?) gives cake to yelling children.  Freddy wanders the restaurant.  Marionette gives gifts to children.  Foxy runs out of Pirate's Cove to a crowd of children.

Each game is warped by the murders.  The restaurant Freddy wanders is filled with bloodstains and slumped over bodies.  While Chica serves cake, another child is standing outside crying.  A car pulls up and a purple man gets out.  The child cries more and more, and then turns into a skeleton.  Marionette's first round is 'Give Gifts', and he puts present boxes next to slumped over children.  The second round is 'Give Life', and he puts puppet heads on them.  During Chica's round, an 80s speech synthesizer slowly recites the letters 'S-A-V-E-H-I-M' and in Marionette's, 'H-E-L-P-T-H-E-M.'

The most interesting game to me is Foxy's.  It's the simplest of all.  'Get Ready' is at the top of the screen as he stands between curtains in the first room.  Then 'Go!  Go!  Go!' flashes, and you follow an arrow into the next room.  There are five children standing in it, and when you get close 'Hurray!' flashes and fireworks go off.  You do this twice, identically.  On the third run, the purple man is standing next to the curtains.  When you get out into the other room, it's five skeletons.  There is no Hurray.

In all games, when you get to the dead children, the mini game slows to a crawl and then stops.  When it does, you get the game's 'attacked by this robot' jump scare animation.

The message is simple and evocative.  The robots are simple and stupid, but they love their jobs and they love children.  They witness the murders, and they're tormented by what's happening to the children they love.  The phone messages actually mention that even as the animatronics get erratic and potentially dangerous towards the end of the week, children seem to be perfectly safe.

Now, let's tie that to the actual behavior of the robots in-game.  Here the creator suckers you beautifully.  You're not supposed to know this is a prequel.  The first game primes you to think of the robots as murderous.  But phone guy is surprised as the robots get aggressive towards the end of the week.  His first message throws in some words that FNAF1 has sensitized you too, like 'endoskeleton', but in fact he doesn't say, deny, or even imply the animatronics are dangerous.  They recognize the faces of 'predators' from a database, and the last security guard complained about the robots wandering into his office.  You're primed to think they've tried to kill him.  Judging from phone guy's surprise as the robots get aggressive... they were just annoying!  Can you imagine New Chica standing next to you all night trying to feed you cake because you're the only human in the restaurant?  A fake head to get them to go away starts sounding really attractive.

In-game, that's consistent with their behavior.  Night one is very quiet.  Marionette will come to you if the music box runs down.  New Bonnie and New Chica  wander around, and sometimes get into your office.  If you're wearing the head, they stare really close at you and then wander away.  Marionette is the smartest robot, and can't be fooled by a mask.

Jeremy is the murderer.  The point of the face recognition software as a plot point is that they recognize him from their predator list, and if they get a close look at him during their normal behavior will attack.

On day two, the first child goes missing.  The phone message refers to ugly rumors.

On night two, everything changes.  The bots go berserk.  Night one is only hard because you have only the vaguest idea how to avoid the robots.  On night two, all robots are potentially active, but in particular, Foxy starts up on night two.  Foxy and Marionette are mentioned as being smarter than the other robots, and impossible to fool with a mask.  Foxy's mini game implies Foxy really, really loves children.  It's a very excited game.  And starting on the second night, Foxy is the most constant and aggressive animatronic in the building.  He's easy to get rid of, but he comes back again and again.  He knows.  They all know, but Foxy gets angry first.

As the week goes on, you hear more hints about the murders, and eventually the phone messages start talking about the animatronics becoming dangerous.  Each night, as more children are killed, the robots go more and more ballistic.  Night six is a war, where every animatronic in the building is going all out to kill you.  A game difficulty mechanic becomes part of the plot.  The animatronics are breaking down with desperation to protect the children and to get vengeance on the killer.

On day seven, Foxy snaps.  He breaks his programming and attacks someone in broad daylight.  The famous Bite of '87.  The victim lives, but is effectively dead.  If you play the optional night seven, it's a different security guard.  Jeremy was the murderer.  Foxy took him out.  He and the other robots are now irrevocably insane.  They still love children, but they've learned to hate anyone wearing a security guard uniform at night.  When FNAF1 happens, they're murderous.

Everything ties into this story, and watching the murders through the animatronics' eyes is painful.  The gradually slowing action conveys helplessness and pain.  The simplified presentation, where children turn into a skeletal corpse and the games are tightly restricted, conveys the struggle of robots to deal with events outside their very limited programming.

I was not expecting writing this good in a game as simplistic as Five Nights At Freddy's 2.  I'm impressed.

Tuesday, November 4, 2014

Round One, Complete!

Have a status report!

No sooner did I resume work on A Sidekick's Tale than the editing notes came in.  Not for At Least I Didn't Blow Up OUR Moon, no.  Editing notes for Please Don't Tell My Parents I'm A Supervillain.

See, the book is so successful, my publisher wants it to friggin' sparkle.  I just finished the first round (after this, it's just those points I wanted feedback from before deciding).  A reader is unlikely to notice any difference.  It's all line edits, and almost all tiny stuff like removing a dialog tag or the word 'again'.  An occasional sentence that was really awkward had to be rephrased from the beginning.  Itty bitty continuity errors like keeping names and pronouns consistent have been fixed.

There will be two significant changes, where by 'significant' I mean 'I'll probably add a couple of paragraphs'.  A lot of people don't get why Penny's mom, an incredibly intelligent woman, doesn't spot Penny.  Some details are provided in book two, but I thought I'd addressed it in book one.  I did, but it looks like two critical passages, especially the one about Claire's shapeshifting powers, need to be overt.  Most people just don't catch them, and those two points are crucial for understanding the issue.

I also want to fix Claire's hair color.  I can't believe I screwed that up.  Ah, well.  We're none of us perfect.

After this book is finished, I suspect we'll leap straight into book two's edits.