April 2025 Writer Support Thread

Thank you, I will do just that for my new plot. I’ve been freewriting too, they’re mostly on my phone unfortunately :smiling_face_with_tear: and then refining them on my laptop. The only thing I managed to refine though are my character sheets. So, I have bunch fleshed out characters floating in the void without a plot for them to stay and make them move lol

No worries about that, I’m also quite new with this, just starting last month hehe I believe everyone’s insight is valuable, so feel free to share whenever.

I prefer consistency. It works better with longer works, but I think it works with well with short chapters too. Consistency is a good way to gain interests. If it’s short though, it might not get feedback for the first few chapters, but the consistency could build familiarity and get readers invested that could lead to eventual engagement.

Though I agree with ChanceOfFire on the potential drawbacks, and just to add that if every short published chapter lacks substance, readers might tune it out. Consistency without substance can be detrimental. There’s a risk of reduce in quality, especially if you’re chasing a schedule. So not only you have to set consistent update schedules, you also have to make sure every chapter is interesting to talk about, which can put writers in a lot of pressure.

Long but spread out updates, though it’s easier for the writers, being inactive for too long might lose interests or be forgotten altogether. I think it could work if the writer communicates with their readers, like with teasers or fun questions or answer questions if you have tumblr to keep the engagement going. So even if you’re not updating the work, they’ll know you didn’t abandon the project. As a reader, I don’t mind waiting, what I don’t like is waiting for nothing.

Anyways, the best choice will be what works best for you and easier for you to do when you consider and assess your writing schedule and real life stuff. Best wishes on your work.

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It certainly stimulated me to find two alternatives to using arrays. One of them reaches into my experience building apps with Adobe Flex, which is now Apache Royale. Nice to dust off those skills! The other alternative involves creating a bit more content, but just living with the possibility that a player might meet the same pattern (in this case, a hand of cards in cribbage) twice in one playthrough. I would then declare it a feature, not a bug.

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To all authors if you get the chance to see this. This is just a fantasy thing.
" If you were allowed to choose another author to work with who would it be and what would be your dream story you’d want to make with them?"

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@HarrisPS I remembered we talked about WordPress blogs a while ago, and that you changed your blog’s platform, so I had to dig it up, and realized it’s a bear! Thank you for making me aware of it, I had to sign up. :slightly_smiling_face:

(Bears! Bears everywhere!)

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It varies from project to project.
For Sense & Sorcery I am aiming for a titantic 1.5 million words, but this is supposed to be a very immersive piece where I’m hoping, once complete, the reader can sort of fall into and forget the real world for a while. However, for All the Way, a relatively short supernatural thriller piece, I am aiming for more 150,000 to maybe 200,000 words. I think there’s no right or wrong on how many words to aim for in a work, though some game forms might want for longer or fewer counts, depending on what your aiming for. I also think there are pros and cons to shorter or longer word counts. I think shorter word counts for finished games may sometimes seem less appealing to some purchasers as they want a lot of value for their money and in a shallow way longer games may be inferred to have more value by some, however, for WIPs, you’ll probably get more interaction on the forum if your game is shorter, as readers will lose energy over the long haul of creating a massive game (at least that’s been my experience so far).

Same. So glad they added them, now I just need to remember how to use them, at least before I return to finally writing Lives of the StarChild where I have devious plans for their use.

Not big changes, but for sure tweeks here and there. My bigger problem is the perpetual desire to add new variables, which messes with the alpha/beta testers experience as their saved games get ruined. I know theres temp vars, but for somethings you really need new permanent variables. Just wish adding those wouldn’t force new saved games, but so goes the perpetual struggle.

Yup. I had one I was writing about 15-20 years ago. It was really awful. I vaguely remember having some time travel aspects where this assasin character randomly picked up a baby from one of his victims and carried the baby off and that the baby was supposed to become one of the main characters somehow. Always intended to get back to writing that one, but never did. Honestly don’t even know where the copies are now, so probably gone forever, probably for the best. I think most writers need to try to write a space opera at some point.

What a cool question – I love it!

Ha, well, I am writing my Christopher Pike tribute piece, so I obviously have a lot of respect for his work. But there are so many amazing authors throughout time and space. If time was not an issue, probably Leigh Bracket hands down - I get so many goose bumps all over whenever I read her work. Robert Howard would be another amazing author to work with. As for authors today, well, Sanderson, Hickman, and Weis are all top of my list, though while I have a healthy respect for my ability they are so far beyond me in terms of ability at present that it would probably be a very one sided writing endeavor unless I way uped my game. For Bracket, I think I’d probably expand on her Stark adventures, maybe take him to new planets and moons to see what sort of strange civilizations lay in the outer reaches of the solar system in her classic sci-fi setting. For Howard, I’d still really loved Valeria having a few of her own stories, so probably I’d have written a few about her with him. For Weis & Hickman, obviously Dragon Lance, maybe a story about a kender that wants to be a solamnic knight. And for Sanderson, really it would be an honor to write on anything in the Cosmere. Oh, and for Pike, I’d love to co-write a sequel to “Scavanger Hunt” as it felt to me like there was more story on that one, in particularly with Cessy’s character.

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Lol. I have some notes for one I planned to write in a collab, but we never made it to the actual writing stage. Lol.

I don’t know what arrays are, and at this point I’m too afraid to ask. :joy:

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They can make keeping track of a large number of related objects or values simpler as you write the game, but there are several other ways of doing that. And the syntax of working with arrays can get a little tricky. No need to add the distraction of array management to the other challenges of writing a game until the situation comes up when you really need their help.

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At a risk of sounding pompous… I don’t think there’s any writer, no matter how renowned, whom I’d like to share a story with. When I write something, I tend to have a fairly specific vision and I’m reluctant to make even simple edits at someone else’s request. My experiences with collaborative storytelling are generally negative. I can’t imagine how frustrating it would be to only make every other decision for a story I’m invested in.

That said, there are totally creators and artists I’d absolutely love to work with. Making a CRPG with Richard Garriott or an audio drama with Steve Parker would be an amazing opportunity I’d gladly sacrifice my kidney and first-born child for.

I wrote a 700k word long one. I’m not sure if I recommend the experience. I keep dreaming about asteroids and stuff.

After five years of Applied Mathematics studies, this question feels… it feels as though someone just asked what the sky is. I don’t know if I should give a detailed explanation or keep my mouth shut, and both possibilities tempt me strongly.

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I live on the pacific coast.

What the fuck is a ‘sky’, is that what’s theoretically beyond the massive omnipresent curtain of rainclouds?

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The sky is the thing up there, right? I forget sometimes.

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Sometimes the morning fog drops pretty low, so I think it might actually be below me on occasion.

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That’s fair. Better dream than the one I had where my game’s title had to be changed to something really lame due to changes on COGdemos.

Here’s a link to CS facts on them: Arrays | ChoiceScript Wiki | Fandom
Here I try to briefly explain but you are probably better off reading the facts from the CS page I think.

Summary

Basically, they are a data structure that serves as a sort of holding and organization structure so that you can later recall relevant data easier. They take the form of [ X ] [ Y ] where [ X ] and [Y] are both a number of holding cells—you can think of them sort of like grids where each grid can have one value stored and coded. Now the true power comes with properly using them to hold and sort. For example, if your game calls for six characters with six stat vars each (let’s say the typical dnd stats: int, wis, ch, st, cn, and dx, you could have it designed so you could store all of character 0’s stats in index 0 and then recall those stats by indexing whichever index you have decided to hold them. Say we always have the first subindex, i.e. [0] represent the character’s int or intelligence, it become easier to recall and compare this stat for different characters, so rather than needing something like char0_int and char1_int we’d instead just have something like char_array [0] [0] and char_array [0] [1]. The more complex, the more characters present, the more useful arrays can be. Plus there are cool sorting algorithms that are very open source, so you don’t have to reinvent the wheel while coding.
But …

But I’d certainly agree that for most games on here arrays and such are often overkill. I would say the more variable intensive and complex and, well, game like, the more useful arrays can be, but on average it might not be worth the while. Still, it’s a good tool to have available for when it is important. For “Lives of the Star Child” where I want to track changes to the planet and genotypes within a population, they will be indispensable. Glad hey were added to CS.

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I'm having this piece where the characters spend half a chapter preparing to board a ghost ship, and then they meet no ghosts, and I'm worried that it'll be a letdown to the readers too and not only Sterling.

The trip is short and uneventful. You land in one of Eraser’s hangar bays and climb out, floating around in the zero gravity checking safety of the room before you let the other teams do the same. Everything is dark and silent, all sounds you can hear come inside your helmet, which comes as no surprise since the readings clearly indicated the ship had no atmosphere left. You find nothing dangerous (apart from the lack of livable conditions, but that’s what your suits are for), but that doesn’t change the fact that the ship is just plain creepy.

You give the all clear signal.

“Such a nice party spot,” Sterling says in your comms, appearing beside you with somewhat graceful moves. “Do you think they’re just waiting to turn the lights on and tell us surprise?”

“I sure hope not,” you say.

Sterling nods. His armor is also sleek, like his ship, unlike your heavier combat suit – you guess it’s fitted more for agility than protection – and he’s strapped a long sniper rifle at his back.

“You know that isn’t going to be of much use in close quarters, right?”

“Are you afraid I’ll breach the hull? Atmo’s already escaped.”

“No,” you say. “But you’ll be vulnerable while you aim.”

“I have a knife. And a personal stealth field. And if we have wraiths, which seems most likely if we have company, nothing I have on me is going to help anyway. Apart from the rocket boots, I guess. For running away as fast as I can, that is. It might help. It’s not likely, but it might.”

You nod grimly. Most people, mostly those who don’t spend half their time in deep space, think wraiths are just wild sea tales (well, space tales, as the better term might be), but you know better – everyone here does – you’ve seen them first hand often enough. There are hungry things in the dark. “Well, at least Ekström can hear them before they swarm us.”

“Good. Do you think she’s going to stab me in the back while she’s playing as IFF radar?”

“Stick with other people, just in case.”

The emergency generators whir to life, and portable lights turn on, drawing a light sphere around the shuttles. You know the floodlights are powerful, but in the oppressive darkness of the dead ship they seem weak, like they were in the wrong place and aware of it.

“All right, people,” you say. “Look alive.”

The sounds of your breathing in your helmet, the team trailing behind you, and the lights in your armors on (you notice Sterling has one as well), you move further in, dreading what you’ll find. Everyone is silent and on edge; while the eyewitness accounts talked of purely mundane slaughter, and while dead people themselves aren’t a reason to be cautious (apart from trying to avoid smashing on them), such things tend to draw in the wraiths and other beings.

Technicians carry their equipment with them. Medics are alert and standby. Your security team has weapons drawn, eyes in every direction. Sterling moves like a hunting predator. Sea predator.

Bodies litter corridors and rooms, floating everywhere.

“Look at that,” Connor says. “What happened here?”

“That’s what we’re here to find.”

“How? We can’t comb the whole ship, not without much more people. This isn’t Producer, but not a small ship either. It’d take way too long.”

“This is still a USF ship,” Ekström says. “We need to find the black box.”

“You think that helps?” Connor asks.

“Systems must have been still running when the mutiny happened,” Ekström says. “So the flight recorder’s been doing its job and recording the flight. It should be enough. Unless it’s wiped.”

“Is that possible?”

“Anything’s possible. Whether if it’s likely or not is another story.”

“And if it is wiped?”

“Then that tells us something, too.”

“What,” Sterling says, “are we supposed to do with the ship?”

“It’s we now, is it?” Ekström grunts.

“We are here together,” Sterling says. “I don’t know what your problem with me is, sunshine, and I wish you’d get over it, but in my book, that makes us a ‘we’.”

“We can’t really tow her, can we?” Connor says, desperately trying to switch the discussion from becoming a full-scaled hand-to-hand contest. “What’s our cargo space?”

“Definitely not enough for a ship this scale,” Ekström says. "We need to bring the bodies – "

“Sssssh!” Sterling hisses, punching closed fist in the air.

You stop, straining your ears. Behind you, your people fan out; even Sterling has his rifle in his hands. But no matter how much you try, you can’t hear anything. Well, apart from the noise your team is making. So you look at the agent; he notices, and speaks to you with silent hand signs you know as well as your letters. You nod and deliver the information to your team, then glance at Ekström; she shakes her head slightly, so whatever the thing alarming Sterling is, it’s either not a wraith, or it is further down the ship than her brain range allows her to hear. Then you move, silently and carefully, around the corners and along the corridor, prepared for the worst.

It is not the worst. Which, frankly, is a relief.

You round the final corner, weapon at the ready, and find the source of the noise – you finally hear it yourself – a completely normal emergency generator that is still running, after all these years. You force your body to relax and lower your weapon, but can’t help your unease.

“What a letdown,” Sterling mutters from behind Leif. Both seem to still be on edge. You can’t blame them, although you also can’t help wondering if they hear something you don’t (you know Leif has heightened senses due to him being a wolf-shifter, and Sterling clearly has better hearing than you, too, blocked by a power limiter as your senses are), or if they simply are more visibly rattled than you.

The thing with ChoiceScript’s arrays is, as far as I’ve understood, that it’s just a shorthand for some variable names, where array_var[1] is the same thing as array_var_1, so it’s not really anything that special unlike in heavier languages.

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30,000 words. Progress slowed down a little bit but I had essays on top of that plus I entered into two different short story competitions just to make things extra hard for no reason. I think with more than half the year still to go my goal of a first draft with 50,000 still to go is still feasible.

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I think if you include a choice for the player to be disappointed then it will be fine. Personally, I like when all of the characters think something is going to be a big deal, then it turns out not to be.

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It may become more interesting for the reader if this disappointment lowers the MC’s opinion of whoever it was who said there would be ghosts, and affects the MC’s likelihood to trust or act on the next thing that source says.

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Nobody said that specifically, it’s general knowledge that abandoned places where people have died may have ghosts, so it’s standard procedure to prepare for the possibility.

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I’ll save my dumb idea for my own writing, then,

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It’s a good idea, just doesn’t fit this specific situation.

(Sterling is acting disappointed because that’s how he deals with high-stress situations, not because he actually wanted to see ghosts.)

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My new laptop has finally arrived! I’m ecstatic right now!

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