Devilspawn and Divus Update

In lieu of releasing a chapter of Isle of the Dreamer (coming next week), I’ve decided to post an update on other projects I’m working on.

Unfortunately, there is no chapter of Isle of the Dreamer for this week, due to various things going on. I have, however, made progress on other projects in the past two weeks. Significant headway has been made on the most recent draft of Devilspawn, and actual work has been done on the video game I am working on, Project Divus (NP). More details below.

A Demon in the Night, Book I of Devilspawn

Unfortunately, Devilspawn sat dormant for several weeks while I got distracted by the wonderful prospect of doing nothing and lazing around all day. On the bright side, I have broken free from that temptation and made significant headway to the tune of and additional 30 pages.

As I write this, I come to the realization that I have given little to no updates about the writing of Devilspawn. Ever. Better late than never, I guess.

The first draft was 321 pages and the five people who read through it adored it. That, alongside actually finishing a draft for once, was a great confidence boost.

However, much to the dismay of the woman who is now my wife, I was unhappy with that draft. This was for two primary reasons (that are actually just one reason in disguise): (1) the draft had a lot of ‘downtime’ – periods where nothing would happen, involving multi-month gaps in time – which resulted in (2) a lot of plot threads being introduced in the final stretch of the book as they were being tied up. So, I decided to write out the second draft much differently – namely, by filling in the gaps, which padded out the book quite a bit.

The problem is that this made the book very long. It didn’t drag on, mind you, but it became quite long in the process, with many plot threads introduced toward the beginning of the book that wouldn’t be resolved until toward the end. Based on the length of the second draft, that probably wouldn’t have been for another 200-300 pages, which would be less than ideal. Thus, splitting the novel into two books.

Now, I could, of course, just write the whole thing out to its full length of 600-some-odd pages and then find a nice breaking point. The problem is that, with the way it was being written, that wouldn’t work very well.

Devilspawn is a character-focused narrative rather than a plot-focused narrative. There are several major plot points toward the middle of the book that would work as a nice finale for Volume I before transitioning into Volume II. The issue with that would be that its right smack in the middle of multiple character arcs. This would make the book feel incomplete.

Thus, my decision to simply start the next draft with that in mind: restructuring certain character arcs to be resolved before that point and pushing off other character arcs to be introduced after that point. Obviously, some character arcs will still span across both books, but the plan is to make Volume I feel more complete in itself, which is more pleasing in the eyes of readers and traditional publishers, should I end up needing to go that route.

Project Divus (NP)

Project Divus has seen many roadblocks in its production, not the least of which is my own laziness. The other was trying to work with a rather lethargic and disagreeable partner.

The starting area, with the main character swinging a sword

So, there’s been a shake-up in the production team, and I am now proud to announce that I will be working on Divus with my wife, Olivia, who will be working on the majority of the graphics for the game as well as helping me with level design. The two of us together have made what I would call significant progress on the game in the past two days. The starting area of the game is mostly completed, the Player Character (PC) can walk, can’t walk through walls, and can swing a sword. I say ‘can swing a sword’ and not ‘can attack things’ on account of I am currently having issues with making the code recognize certain colliders in the engine.

Other than that minor issue that I’m sure I’ll resolve soon, production is coming along quickly, especially compared to the last 8 months, where nothing was done except the creation of placeholder graphics (pictured above) that were very obviously based on those of the Legend of Zelda: Link’s Awakening.

Moving Forward

As previously mentioned, there is not chapter for Isle of the Dreamer this week. Rest assured, you lovely people who actually read it and keep asking me or my wife for more, another chapter is coming next week (hopefully). What I’ve been trying to do lately is release chapters on the second and fourth Fridays of each month with short stories being released on the Fridays between (thus, Sunny and Raphael).

The unfortunate reality is that life gets in the way of these sorts of things, especially when you haven’t actually released anything that can make you money (or don’t have a following at all) and have to depend on a day (read: 3 o’clock in the morning) job that leaves you feeling like time doesn’t exist for some reason and nothing matters.

That said, my goal is to release another chapter this upcoming Friday and another chapter the Friday after that, then return to the normal schedule. My hope is to keep releasing chapters and short stories alongside weekly status updates on the various projects I’m working on. If that doesn’t happen, see previous paragraph.

If either of the projects above happened to pique your interest, subscribe to my blog, either through WordPress or by way of using the email entry field on the right. Also, hop on over to our Facebook page and give us a like, leave us a comment, or share with your friends. Thanks for reading, and Happy Making!

Planners vs. Pantsers

A little blurb about the writing process, some info on Devilspawn, and a hint of life advice mixed in.

A common divide in the writing community is that of Planners and Pantsers. For those who are unaware what this divide is, the former is as their name suggests. They plan their story, outlining, creating all the major characters beforehand, and knowing, from the beginning, exactly what the story is about. Ultimately, things will change – perhaps things don’t go exactly as they expected, or they noticed plotholes that weren’t evident in their initial plan.

Pantsers, on the other hand, do the exact opposite. Their name is in reference to writing ‘by the seat of their pants.’ They do little to plan beforehand, simply starting to write and seeing where the story takes them. They create settings and characters as they emerge, often having a vague idea of where they’re going with things, but with no clear path to get there.

The divide between these two is most evident in that each often finds their own methodology superior. Planners will give new writers the advice to outline and plan everything beforehand. This will often result in a very hardlined story and the finished product will look very much like the first draft. Pansters will give new writers the advice to let the ideas flow through them – let themselves have a trash (or other, less savory, words, if they prefer) first draft. Then, write the second draft in such a way that it seems you knew exactly what you were doing the whole time – much like a Planner first draft. So, ultimately, it would seem, they end up at the same point, just with a different methodology to get there – a methodology dependent on the personality and thought processes of the author.

This can also be compared to the Meyers-Briggs Type Indicator (MBTI – a popular personality assessment) dichotomy of J and P (Judging and Perceiving, respectively). J’s, within the MBTI, are those who dutifully plan, creating schedules and itineraries, while P’s are those who tend to be more laid back about planning – they still plan, but, for those who strongly lean to the P side, every plan is penciled in; nothing is set in stone. It is known, among those who properly hold to the MBTI, that being strongly one way or the other is unhealthy, and, should someone strongly lean one or the other, they should practice moving more toward center, living in a more moderate manner. As stated by Aristotle (and, to a degree, Solomon before him and Paul after), the key to living a good life is moderation.

The same could easily be said of Planning and Pantsing. To lean more toward one side or the other will not result in an opportune story. Planning everything beforehand – having an outline, with specific characters, settings, and whatnot – disregards the minute, yet important, details that, on the surface, have little impact on the story, but can, in the end, inspire fantastic subplots or twists the author never would have thought of otherwise.

On the other hand, pantsing everything – writing with a vague direction – will result in unfinished stories, with a shoehorned ending that attempts tying up every plot thread in a neat little bow while leaving plenty of frayed ends and holes in the finished product that can be difficult to fix with new drafts without scrapping or adding entire chunks of a story.

I have, of course, seen ups and downs with both these methods in my own writing. My beta readers’ favorite characters (one of which ultimately became the actual main character in Devilspawn: Tara) wouldn’t have existed had I planned everything beforehand. As well, any time I try to plan something, I forget those small important details in the planning that are so important to the story itself. But, when I plan little, I find an issue with knowing where I’m going. With Devilspawn, I got to nearly 70,000 words in the first draft with no end in sight. I did as I previously described and shoehorned in an ending that was satisfactory to my beta readers of the time, but felt lackluster to myself. It felt like it was the ending of an entirely new book as I introduced new plot threads by tying them up. Ultimately, this is what led me to write Devilspawn as one novel in two books – the first book is what was the first two-thirds of the first draft, with more details and shorter, though more frequent, time jumps, made to be longer than the entirety of the first draft (the original first draft was around 85,000 words while the ‘first draft’ of Book I is over 90,000), and ultimately tying up the two main plot threads: Agathon’s search for his brother and his loved ones’ reaction to his disappearance. The second book will take on a couple subplots from the first book as main plots to round out the narrative itself.

As well, I’m much better at making up characters as I write than making them up beforehand. My original plan for Agathon and Sarah (a supporting character who was originally planned to take much more of a front-line role, similar to Tara) was hot garbage; both characters, and the ones I made up while writing (because when I was making the Satanists because my brain went ‘yes, 7, that’s a good number’ – should you read the book, you’ll notice I removed one as he turned out to be underutilized and didn’t serve a strong narrative purpose) turned out to be much better than the ones I prepared beforehand. I believe this to be the result of the fact that I was creating the lore for characters, rather than actually making character’s as described by Matthew Colville in his video on Lore vs Writing.

But I digress.

On the nature of Planners vs. Pantsers, I propose this: do both. If you are good at planning things out beforehand, do that – but not too much. Maybe plan a few chapters ahead as you’re writing (this is what I’m doing with Isle of the Dreamer, though the actual second chapter was never outlined at all and the outlined second chapter will be the actual third chapter). If you aren’t too good at planning things ahead (like me, see the paragraph above), write chapter by chapter, asking yourself at the end of each if you’re moving toward the end of your novel (if your novel is the sort which has a main plot). In both, remember to keep the end in mind.

So I suppose the two main takeaways can be found in the Bible: do everything in moderation, and keep the end in mind.