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!