Friday, May 11, 2012

Yeah...I'm a Little Behind on my Reading List

I planned on doing a book review today (actually last week) on the novel currently on my reading list: Casino Royale. But, I'm a bit behind because of work on the Black Earth/Expired Reality timeline, some design work on the website, and the Guild Wars 2 beta weekend a couple weeks ago. This next week I'll be picking the book up again and getting back to my reading commitments.

Speaking of which, I think after I'm finished with Casino Royale, I'm going to hop over to the Dark Tower series and settle into the fifth book, Wolves of the Calla. I also just found out the other day that a sequel novel to Starcraft: Ghost - Nova was written and published a bit ago. It's called Starcraft: Ghost - Spectres, and it's definitely going to be on my birthday list next month.

Hope everyone has a great Friday! I'm getting really excited about the neat things coming down the line - the timeline, website changes, book releases. I better shut up now before I say too much though...

Wednesday, May 9, 2012

Black Earth/Expired Reality Timeline In The Works

For over a year now, I've been wanting to create a timeline for my website that incorporates events from both my edgy Christian speculative fiction series, Black Earth, and my young adult scifi/fantasy series, Expired Reality. About a hundred years spans the gap between both series, but they are connected in more ways than can be counted. Time travel and alternate realities run rampant through both series, so I figured it would benefit my fans if a comprehensive timeline was created to keep things straight and somewhat easy to understand - at least when it comes to the chronology of events.

The only thing preventing me this whole time from creating said timeline has been a good timeline program. I suppose I could have broken down and just created a timeline from scratch and slapped it together with crappy fonts and even crappier looking pieces of clipart, but luckily I stumbled upon a great website a couple weeks ago called - Tiki-Toki.

Tiki-Toki is going to help me take my timeline idea to a whole...notha'....leva'!

The easiest way to explain how Tiki-Toki works is to check out the very first timeline you see when you go to their homepage - www.tiki-toki.com.That specific timeline template is the one I am currently using to create the Black Earth/Expired Reality timeline. The boxes contain dates and a title of the event, and then when you click on the MORE button in the bottom right corner of the event box, a summary box comes up where I can include an image, video, and audio along with links to whatever I think is relevant to the story event.

My biggest challenge right now is trying to figure out what content should be in the timeline. When I asked this question on Facebook, a friend of mine asked me what I want to achieve with it - a reward for fans of the series or marketing tool to lure new readers? And my answer was that this timeline is being created with the fans in mind, although a side effect of the timeline would be for new readers to be drawn toward some of the events and maybe be interested enough to actually check out my books.

This being said, another challenge is being careful for spoilers. The great thing about this software is that I can create categories (the little tabs you see at the top of the event boxes). So I can create a spoiler tab to warn new readers that the summary box that comes up when the MORE button is pressed will contain story spoilers. Not enough spoilers to compensate for reading my novels, of course, but even that is a fine line. How much is too much? Should I just concentrate on major events, or add in the little details that can add to a fan's vision of my series?

The answer to these questions goes back to the question my friend asked: What am I trying to achieve with this timeline? I want to give fans a reason to visit my website and peruse the extra - and hopefully unique - content I'm planning on building into it. So yes, I'll appeal mostly to the fans, but the timeline will also be set up so that new readers can come by, peruse the space/time continuum, and maybe walk away with some curiosity - enough to pick up one of my novels to see what all the buzz is about.

For those of you who are eager to check out the timeline, I plan to release it - along with some other refreshing website additions - when Black Earth: Dark Masquerade is released this summer, so stay tuned!

Monday, May 7, 2012

Black Earth: Dark Masquerade Cover Design Elements

This last weekend, my wife and I went to Michael's craft store and picked up the items we're going to need to create the main focus of the cover design for Black Earth: Dark Masquerade: the Legion mask.

Without giving too much away, I can say that in the story, the main character comes across a mask crafted by Legion - an alien entity bent on destroying all of creation. This mask - one of hundreds, possibly thousands - contains a human soul within.

Crafting the mask is a decent, but doable challenge, because in the book it is described as being made of the same material that forms Legion's vessels - shimmering, black rock.

So first, we needed a mask -























Then we purchased black sand - shimmering sand, no less - which we'll glue onto the surface of the mask -























In the book, the mask(s) are decorated in jewels and feathers, so we purchased a bit of both. This time we went with a purple theme (with a little bit of white), since the color scheme of Book 1's cover was blue, and Book 2's was orange -














































And now, I just step back and let my wife work her crafting magic. Once she's finished putting the mask together, we'll start the photography process. For those who are curious, all of these materials, including a couple brushes to apply the glue with, cost less than $20 - and that was without coupons.

Friday, May 4, 2012

My Guild Wars 2 Beta Weekend Experience

I picked up the original Guild Wars on a whim about four years ago - I'm almost certain I purchased it from Target. And when I first dived into the MMO - my first - I wasn't entirely sure what to expect. As much as the game is catered toward community involvement, I have always been a solo kind of guy, so when Guild Wars allowed me to take NPCs with me on my adventures through the world of Tyria, I did so in lieu of calling on the support of real people.

And that made my gaming experience pleasurable in some areas, and not so much in others. The not so much was mainly in dungeons, where it required a lot of thinking, strategy and skill to pass through the hours of gameplay to get through a particular dungeon or even just to pass one of the game's many missions. I've never really had the patience to customize NPCs so that I have a specific group built with specific skills and specific armor in order to get through a specific dungeon...so I failed in certain areas of the game.

But other areas were more solo friendly, like most exploration areas, certain missions, and game festivals and events, which let me do my thing without having to call on other people - a portion of which are immature teeny boppers who don't really know what teamwork is. So overall, I was able to enjoy Guild Wars to a certain point. And when I heard about Guild Wars 2 being in production, I was ecstatic. I wondered if they would simply improve upon the areas of the game that I didn't care for, or if they would make the game even more difficult and community reliant to the point where I wouldn't want to play it at all.

Well, after playing the Guild Wars 2 beta this last weekend, I am more than happy to say they have, quite possibly, built one of the best games I have ever dived into. Not just the best MMO, but one of the best games in general.

My computer falls under the minimum system requirements for the game - so certain areas were extremely laggy, although some of that can be attributed to the fact that it was a beta and that there were sooooo many people online at one time, testing ArenaNet's servers - which is one of the points of a beta. Because of that, I didn't bother taking any game capture video. But I did take a slew of screenshots which will hopefully detail some of my experience in the world of Guild Wars 2.

When you first start the game, you are brought to the character creation screen. And for purposes of the beta, we were only allowed to pick between human, Charr, or Norn. And as much as I love the Norn and wanted to check out their storyline, I always start my games as human to see where the storyline is going to go.

























So, I picked human and then I was brought to the screen where you choose your profession. I almost always - at least in Guild Wars - enjoy being the elementalist, so that's the one I picked. Then you go through the screens where you choose what your character is going to look like, questions are asked regarding what kind of background you want your character to have - which will in turn help form the storyline you will follow in the game.
























After all that, here is my character. (This is after I found some armor dropped from enemies, dyed it with the color Autumn, and obtained an awesome looking magical staff through mission objectives.)
Velvet Rio








In the beginning of the game, I was thrown into the city of Queensdale where Centaurs were attacking the town. This is where I learned to use my magic skills which are connected to the weapon that I have, as opposed to strictly being connected to the character I have created. Although in this game, I don't have to specialize in any one elemental power - I can specialize in all of them: Earth, Water, Fire, Air. And I can switch between them at will, making it very easy to structure my attack strategy according to the type of enemy I am fighting.
Fighting Centaurs with fire.

Once I helped defend the land, I decided to explore, which is by far my favorite thing to do in any game I play, especially RPGs. The neat thing about Guild Wars 2 is that when you explore, you are doing so with others, where as the original Guild Wars had you in your own instance of the game, cordoned off from others except the party you brought with you. I didn't think I'd like this change at first, but it quickly grew on me. The world just feels so alive with the other players, the environments, and the NPCs. The game does have instances where it's just you and the NPCs, but those are the tailored story lines relevant to your character. Even when there wasn't any real players on screen, I still didn't feel like I was alone - I felt like I was in a living, breathing world. And when you and countless other random strangers are all banding together to destroy a large spider wreaking havoc on some poor farmer's crops - that's epic.
Killing the giant spider is a community effort!


















Now I'll dive into the areas I felt Guild Wars 2 really excels in:

Battle -
The game's battle system is pretty easy to understand. You click or press a key to activate skills, fight enemies in real time, and loot the heck out of them. Your armor can be damaged in this game - unlike the original GW - but I like the addition of that because it forces you to be strategic.

The other addition I enjoyed was the fact that you get another chance to live if you end up getting slaughtered - you can either fight back, and if you kill an enemy, you come back to life with low health; or another player can come by and heal you back to life; or you can heal yourself back to life if you can do it before you're completely slaughtered by the enemies you are fighting. (This reminded me of the system used in Left 4 Dead, but that's not a bad thing.)
Fight to survive!


















You also have backpacks and bags in this game - just like the original - where you can keep the goodies you loot and find throughout the world. You can obtain/craft a certain number of bags (inventory space) throughout the game, which is always something I make as a high priority in RPGs, mainly because I am a lootaholic!
The # of inventory slots you can have can be increased as you travel through the game.








Customization -
The game is brilliant when it comes to customizing your character. In the original guild wars, you couldn't find armor as drops from enemies - you had to craft/buy it. In Guild Wars 2, enemies drop armor, and the variety is very nice. It actually makes me want to keep slaughtering those enemies just to see what goodies are going to drop into my possession.

Also, in the first Guild Wars, you could only change the color of your armor after initially designing your character if you purchased/found/traded vials of dye - some of which were rare, like the black or white. In Guild Wars 2, they give you preset colors you can choose from on a constant basis to change the color of your armor. And then you can find dye seeds and turn them into random dye - some rare, some uncommon. (I wasn't able to find where to take my dye seeds in the beta, but I hope to approach that issue once again in the next beta.) What's nice about the dye too, is that it seems some of them are themed. You'll notice the screenshot of my lone character in the beginning of this post - I dyed her with a color named Autumn and it gave her outfit an orangish, yellowish, reddish tone. Very nice!

















I only happened to stumble on this by accident, but apparently you are also given an outfit you can customize and wear in town. This is really nice if you just want to putt around and talk to NPCs or actual people but want to look a bit more classy.
Rockin' the hat!


















Weapons are customizable just as they were in the original Guild Wars. You can attach runes and other magical artifacts to them to make them more powerful or give them special attributes. You can also carry a greater number of accessories to raise your attributes or harness certain effects.

















Crafting - 
In the original Guild Wars, you could craft armor if you had the right materials, but then the variety of armor was limited and some of the armor took a ridiculously long amount of time and hassle to get the money and materials for. Guild Wars 2 fixes that by actually allowing you to salvage materials from the environment. You can mine for metal, chop wood, or harvest plants/herbs - all which can be used in the game's extensive crafting system.
Chopping me a tree!

GW2 allows you to pick two crafting professions at a time. You can choose between weaponsmith, jewelery maker, armorer, cooking, and a slew of others. When you have enough supplies to craft something - which the game keeps record of in your character's profile screen - you can go to the station relevant to your crafting profession and craft the item. You can even find recipes - at least I could with the cooking profession.

This opens up a whole new world of discovery and exploration for the Guild Wars franchise. After playing Skyrim, which is one of the few games I thought did weapon crafting well, it's nice to see GW2 incorporating it into their already massive world.

Exploration - 
I don't really have the time to get into the massive amount of exploration this game has. I'm not sure how many hours I actually played during the beta weekend, but I know I didn't even scratch the surface of this iceberg. The original GW was huge, but this game is MASSIVE.
This isn't even the whole world map. O_O



















Even the town settlements are huge.





















GW2 added underwater exploration, which is a very nice addition and seems to run pretty smoothly - at least more smoothly than other games which allow for underwater exploration.

















And you never really know who you're going to run into.
What is that?!





Economy - 
The economy setup in GW2 is beyond brilliant. They have trading posts set up where people can post their items into the game's economy for others to purchase or they can purchase items others have put up for sale. It's all based on supply and demand, just as in the original GW. It did take me a while to figure out how to use GW2's system - I ended up ordering 23 Mystic Chests as opposed to the 2 I wanted because I kept clicking the BUY button not realizing the items I purchased could be found under the PICK UP tab.

There are three types of currency in the game: gold, karma, and gems. You gain gold as drops from enemies, from chests, from selling items, etc. The norm. You get karma by doing favors for NPCs around the world. You can trade this karma for certain items/armor/weapons. There are also gems - an item which can be purchased with real world money or traded with in-game gold. That is really nice because it means I can get gems just by putting more time into the game if I don't really care to dig into my wallet. Or, if I want convenience, I can just purchase gems. It's nice that I have the option to do one or the other.

Gems can be used to purchase items that allow for game convenience or character appearance. Nothing that can be bought with gems has anything to do with making your character more powerful - which is nice because it bars someone from taking advantage of the system.

















The game also has a mail system that allows you to send in-game mail attached with items to other people in the game. It is also the system used to gain certain rewards from NPCs for helping them with certain objectives.
You've got mail...



















I also found that GW2 has a greater variety of items you can purchase from merchants.
Wurm Poppers?


Achievements - 
The most impressive addition to GW2 are achievements.

There are daily achievements - which give you a reason to pick up the game every day.

















There are monthly achievements, which give you something to strive for each month.

















And there are overall achievements.






















































































I think you gain rewards for achieving specific requirements - the reason for the treasure chest up on the daily and monthly page - but I didn't receive anything for accomplishing the daily achievement in the game, so I'm not sure what the reward is. (Something I reported as a bug.)

And although it was disabled during the beta, they have the Hall of Monuments achievements up which connects to the titles and trophies you earned in the Hall of Monuments in the original game and carry over as awards in GW2.

















Level Up -
One of my biggest complaints of GW was that once my character hit Level 20, that was it. I couldn't really get more powerful or level up anymore. In GW2, I'm not sure what the level cap is - although I've read somewhere that it's 80 - but you can earn skill points and trait points as you level up, both of which you can spend towards unlocking new skills and traits. Although I wasn't able to unlock the traits before end of beta because I didn't realize you have to purchase a book to unlock the Traits bars.



































Your weapons level up as well - the more you use certain weapon skills, the more other skills unlock. It's  nice, because you can level up the skills that you want instead of feeling like you're forced to stay with certain ones. At least this was the case with my elementalist and the four elements I was destroying everything with. (Although I always lean more toward fire.)







Artwork - 
My final category of praise for GW2 is the artwork. There were areas in the original GW that I really didn't care to traverse - most of Nightfall comes to mind. It just looked dreary to me, which I understand was the point, but it didn't make me want to play through most of the environments. But the new paint style and environments and character design in GW2 - it's all just absolutely phenomenal.






































































Loading screens have never looked so good!


















All in all, I was extremely pleased with the beta weekend. I didn't take time out to try out Player Vs Player or World Vs World, nor did I really get around to trying out Charr or Norn races, but I'm sure I'll have plenty of time to check them out in future betas.

Yeah, there were issues, but it was a beta, and none of those issues looked to be issues that are going to stay with the game. I did feel lost at times when it came to using certain mechanics of the game, but I'm certain that came with it being a beta and with lack of game manual. ArenaNet did a great job crafting surveys that I would find along the way to give back my input on the game. And after you sift through the minor errors and whatnot, you have a game that is going to, beyond the shadow of a doubt, dominate the MMO community when it releases.

Thursday, May 3, 2012

Timelines, Time Travel, and Headaches...

I have a headache.

Last night I decided to sit down and play around with some web-based software designed to create timelines. For the last couple years now I've been meaning to create a timeline for my website that visually chronicles the events that take place in my Black Earth series, my Expired Reality series, and everything in between. Including the alternate reality that was created. Taking into account the different streams of time travel mentioned in the stories. And -

Yeah.

Well, while I was messing around with this timeline - which I am creating on Tiki-Toki - I ran into a snag. I completely neglected to take into account that in the Black Earth series, Mr. Silver, when colonizing Anaisha, changed the date system set forth for the Expired Reality series.

Ugh.

Now I'm sifting through calendars trying to find when the hundred years (plus or minus a few) between the two series falls on the timeline - both in altered date and real date - and I'm trying to also figure out how to portray it on the timeline itself without confusing the world. Or myself, it seems. I'm thinking I'll keep everything to its 'real' date and then just have the altered date in parenthesis.

Looks like I'm going to have my hands full with this. O_o

Wednesday, May 2, 2012

Black Earth Flash Fiction #5 - Fuzzy Cuffs

Back in 2010, when Black Earth: End of the Innocence - Book 1 in my Black Earth series - was released, I also released five separate flash fiction stories that I inconspicuously hid on my website for fans to find. Since close to nobody knew what the Black Earth series was even about, I didn't have much success getting the stories read.

Now that I've dug them out of the vault, here is the fifth and final in the series, a glimpse at Cynthia Ruin and one of her many confrontations with her mother, Theresa.

Fuzzy Cuffs -
Cynthia shoved Robert out of the bed as he hit the ground with a thud. “Get out of here! My mom’s home!”
   
He ran his hand through is long black hair and blinked his eyes a few times to wake up. “What? Who?”
   
Cynthia clambered off the bed and threw his clothes at him, hitting him in the face. “My mom is home, idiot. Get out of here!”
   
He scrambled to get his pants on. Cynthia looked down at her own half-naked form and quickly pulled the sheet off the bed, wrapping it around herself.
   
“I thought you wanted me to spend the night.”
   
“That’s when I thought my mom was going to be out of town all weekend. I don’t know what she’s doing home, but she’s here, and you need to go.”
   
“What about the pink rabbit? Don’t I get the pink rabbit? That’s what I came here for.”
   
Yes, she remembered. That’s all you came here for. She reached into the top drawer of her nightstand, through to a secret compartment at the back, and pulled out the stamp set. She could hear footsteps coming up the stairs now.
   
She rushed over to Robert, who was just barely buttoning his jeans. Dabbing the rubber stamp into the bright pink ink pad, she stamped her trademark on the back of his neck…the pink rabbit. She scrambled to get the items back into the drawer and then shoved him toward the window.
   
“Well, I really appreciate what you did tonight. That was the most exquisite way anyone has ever—”
   
“That’s nice. Dream about me if you want. Just get out of here!” She slid the window open as he grabbed his shoes in hand and started out onto the ladder that rested against the windowsill. “So, maybe we can do this again sometime. I’ll even pa- “
   
She slammed the window shut and pulled her blinds down. The footsteps stopped outside her door. She fell upon the bed and turned toward the wall, pretending to be asleep.
   
The door opened. Cynthia stared at the wall, steadying her breathing, hoping her mother wouldn’t be in a mood to talk.
   
The door shut. She sighed with relief. Turning away from the wall, she realized her mother was sitting there on the edge of her bed. She squealed with surprise.
   
“Shhhhh. You don’t want to wake the whole neighborhood.”
   
“Mom? What are you doing home? I thought you were going to Tucson to see dad this weekend.”
   
Theresa Ruin stared at the lines of moonlight casting their glow through the blinds. “Yes, well, your dad was too busy to really do anything with me, so I figured I’d just come home.”
   
“Well, can I get back to sleep? You scared the crap out of me.”
   
“What about Robert? Was he scared too?”
   
Cynthia suddenly stopped breathing. A moment later she took a big huff of air and let out, “I don’t really know what you’re talking about.”
   
Theresa bent down toward the floor and came back up with a pair of fuzzy pink handcuffs dangling from her fingers. “Are you serious? I may be your mother, Sin, but I’m not stupid.”
   
I told that idiot to put those away when we were done with them!
   
“I don’t….know what those are?”
   
Theresa glared at her daughter.

Copyright © 2010 David N. Alderman