Merry Christmas From Unusual Things!

It’s that time of year once again.

Okay, so it has been for a while now. This post is probably a little late to comment on the “arrival” of the season, seeing as Christmas Eve is tomorrow, and Christmas Day—Well, it comes right after Christmas Eve. That’s kind of a given.

The season isn’t “coming.” It’s here. And I’ll be honest, it’s one of my favorite seasons. For a lot of reasons. Like hot chocolate. The wondrous drink known as eggnog (non-alcoholic, just to be clear). Upbeat music about finding happiness and joy in family, faith, or even just the most ordinary things (I mean, think about it, what other season gets music that urges us to look at the weather and enjoy it so wholeheartedly?).

But those are all … elements. Things. And to be fair, I can enjoy them any time of the year. So while they’re part the pieces that make up the Christmas holiday … they’re not Christmas itself. They’re not integral. They’re signs of Christmas. By-products.

Because Christmas is about more than just hot chocolate, pretty lights, music, or snow. Thankfully, since I don’t even have that last one at the moment. Or the lights. But I don’t have to, because Christmas isn’t about those things. They add to it, but only because we let it.

Christmas is built, not on those, but on something grander.

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2016 in Review—What’s My Progress So Far?

Sands and storms, it’s time for one of these already? Even more alarming, this nears marking the the third anniversary of Unusual Things?

Boy, the days really fly, don’t they?

Well, it is what it is. Time marches on. Which means that once again it’s time to take a look back at my goals, accomplishments, and the like during this year and see what I’ve gotten done. It’s time to put 2016 under the microscope and look at some hard data.

Honesty? I expect that I got less writing done this year … though I published more, and definitely worked just as hard. It’s just a byproduct of what I worked on. 2015 was lots and lots of writing, while 2016 ended up being the year I published a lot of that writing. Which meant that I spent a lot of time trapped in the editing process.

Plus, I started working a second job every week to make ends meet, which also cut into my writing time.

I mean, that’s not bad. But both definitely slowed my pace, and while my “total” word count for productivity stayed pretty good (remember, I count editing as a 20% wordcount for tracking reasons), my actual wordcount for words written probably dropped for the year.

Granted. Next year I think I may see a bit more equilibrium. Maybe. Right now I’ve only got one book in editing, and one that I’m working on. Then again, next year may be a repeat of this year: two releases, lots of editing.

I guess I’ll find out. For now though, let’s take a look at 2016.

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Some Thoughts On the Business Side of Things from Mad Genius Club

Some musings on paper books, indie books, hardcovers, and publishers that showed up in my feed this morning. Thought I’d share:

One of the puzzling things about the writing business, right now, is that “nobody knows anything” (or in proper vernacular “we don’t know nothing.” So I am continuously puzzled watching indie authors who are doing better by an order of magnitude than any traditional writer I know succumbing to the lure of a traditional contract. […]

via Some Hard Thinking About Our Business — madgeniusclub

Advent Faces a New Foe: Jake, Anna, and Sweets Join X-Com!

This is not the Earth we remember …

 

 

Yes, that’s right! Fresh from exposing a few of the many mysteries of Pisces come Jake Tames, Annalyne Neres, and Ray “Sweets” Candy, ready to put their boots on the ground (albeit with a little shaking in Sweets’ case) and take on Advent as they try to make their way home.

If you own X-Com 2, the entire team can be downloaded and added to your character pack by downloading and importing the character pool found here. And you know you want them. Just look at those faces!

Instructions for how to import said character file can be found here.

Note that both packs may use armor skins or elements found in the following Mod packs, which are recommended for maximum enjoyment: Military Camoflague Patterns, Ink and Paint, Custom Face Paints, Destroyer’s Female Hair Pack, More Hair Colors, CapnBubs Accessories Pack, and the X-Com International Voices PackThese packs are recommended.

As far as sending them out to battle goes, I personally recommend making them the classes you see above for maximum parity with the source material: Jake being a sniper, Anna a Gunner (or SMG Ranger), and Sweets a Specialist. But it’s up to you. Enjoy!

Advent Faces a New Foe: Jacob Rocke and Hawke Decroux Join X-Com!

They’re here …

That’s right, they’re finally ready. Jacob Rocke, the unflappable NSAU Spook, and Hawke Decroux, the man who speaks with squirrels, have finished their training, strapped on their gear, and joined X-Com, ready to put their own unique skills to good use while they look for a way home!

If you’re a player of X-Com 2, these two new characters can be added to your character pool by downloading and importing the character pool file found here. And you know you want them. Just look at that duo!

Instructions for how to import said character file can be found here.

Note that both packs may use armor skins or elements found in the following Mod packs, which are recommended for maximum enjoyment: Military Camoflague Patterns, Ink and Paint, Custom Face Paints, Destroyer’s Female Hair Pack, More Hair Colors, CapnBubs Accessories Pack, and the X-Com International Voices PackThese packs are recommended.

Personally, I recommend making them Psionics, as then you can take advantage of their natural talents in that area, but once they’re in your game, it’s up to you, I suppose. Enjoy!

Christmas Clamor

Okay, so it’s not too much of a “clamor,” really. More of just a general “busyness,” but I really wanted to get that alliteration in the title, you know?

Anyway …

So, this post is essentially the usual “information” post keeping you guys up to date. If it seems like I’ve been quiet, well … that’s because I have been. I’ve had family in town visiting for Christmas, and that’s taken a bit of precedence over my usual schedule.

Which is fine. I actually gave myself a lower-than-average quota to fulfill for the month of December. Something I did last year as well. I’ve learned.

Anyway, with where Christmas is falling this year, and with this being Monday, the usual posting day of the weekly Being a Better Writer post, I thought I’d deliver some quick updates for everyone.

First of all: There will be no Being a Better Writer today, nor will there be one next Monday. This doesn’t mean that there won’t be anything coming. Instead, you expect a Christmas message sometime this week to replace the missing BaBW post. Because it’s the season to focus on more important things. “More important things than writing?” you might ask? To which I’d say “Yes, they’re rare but they exist.

And yes, Star Wars: Rogue One (which I will see this Wednesday) happens to be one of those things.

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Being a Better Writer: Balancing Readers’ Suspension of Disbelief

“Go! Go! Go!” Natalie didn’t need to be told twice. With the clock ticking, the building was only minutes from coming apart in a blast that would level half the block. If she could get away before then, she had a chance, but if not …

“Go!” the voice in her ear shouted once more.

“I’m going!” she snapped, crouching by the body of the colonel and retrieving his sidearm. Some of his thugs could still be standing between her and the exit.

“Natalie, you need to be moving, and I don’t hear you moving!”

“I’m busy, Jerry,” she muttered. “Maybe you could be useful for once and tell me how to get out of here rather than just screaming in a panic?”

She checked the pistol’s clip. Six shots. It would have to be enough. She rose, grabbing the colonel’s bag and swinging it over her shoulder. She couldn’t save the building … but at least she’d save the gold. Two-and-a-half million dollars worth of gold would set her up for life.

Gold and handgun secure, she began running down the hall, no destination in mind other than away from the bomb ticking down behind her. Her heels sounded out a rapid, staccato rhythm with her steps as she exited the hall into the penthouse atrium.

A loud bang was the only warning she got as the glass near her shattered, a bullet tearing through it. She ducked, crouching as the gunman—one of the colonel’s—continued to spray bullets in her direction.

She didn’t have time to play around. She lifted the colonel’s handgun, made a quick estimation based on the direction the bullets were flying from, and fired off a rapid trio of blind shots.

The gunfire stopped, her assailant either dead or dying, and she bolted back to a sprint.

“Natalie!”

“Kind of busy right now!” she shot back as another gunman opened fire. She fired on the move, spitting several bullets back at him. How long was left before the bomb went off? She wasn’t sure.

“I’ve got a way out,” Jerry continued, heedless of her warning or the shots whizzing past her head. How many men did the colonel have? “You need to get to the elevators. The cars themselves are locked, but you can ride the cable down to the ground floor.

“Too long,” she said, firing again and scoring a direct hit on one of her attackers. They fell with a scream. “What’s outside?”

“What?” Jerry asked as she fired again, downing another mercenary.

“What’s outside?” she asked. “If I jump out of the building—”

“Jump out? Are you insane?”

“What’s outside!?” she demanded, crouching behind a couch as more gunfire tore the expensive leather apart.

“Cars? A parking lot? The reflecting pool? A—”

What side is the pool on?” she shouted as she returned fire, the gun kicking against her hand. Another gunman went down.

“Uh … West side!”

“Got it!” That was the side she was on. She rose form her hiding place, sprinting towards the glass wall, firing on the move. The glass splintered, her view of the setting sun suddenly awash with physical static.

She hit the window at a sprint, glass shattering around her as she fell into open space. She could see the wading pool below her, rushing up at impossibly fast speeds. Ten stories passed in a heartbeat.

She hit with a wet slap, stinging pain erupting across her entire body as she sank into the pool. Her feet touched bottom, and she kicked upwards, her head breaking the surface. How much time was left before the bomb went off? She brought her wrist up, checking her watch and—

Ducked seconds before a faint whump swept through the water, rattling her body like a child’s toy. Seconds later something large and heavy splashed down in the pool, sinking through the water past her, and she kicked off, swimming forward as quickly as she could.

Gradually the rumbling slowed, and she broke the surface again, standing in the pool. Of the ten-story penthouse the colonel had been using for his scheme, all that remained was a pile of twisted wreckage. His scheme was finished.

She almost sat down in the water with relief. It was over. And … She checked the bag still slung across her shoulder.

Two-and-a-half million dollars worth of gold bars glimmered back at her.

Okay, did anyone see anything wrong with all that?

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The 2017 Dragon Awards Nominations Are Open!

So, remember those Dragon Awards last year?

No? Yes? Maybe?

The Dragon Awards are DragonCon’s answer to the glut of award competitions that are facing issues and difficulties, usually because they limit those who would nominate to select groups, thereby causing no end of problems. Which is to be expected when you’re restricting in some manner your selection of who is allowed to nominate and vote for the “best” of anything.

The Dragon Award’s solution? Anyone can nominate! Drop in your name and e-mail address, and you can nominate whatever you want for the awards! Likewise, that same e-mail will get a notice reminding of when it’s time to vote—which again, anyone can participate in.

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Advent Beware: X-Com Character Pack Preview!

Ever played X-Com? It’s a pretty classic series, hailing from the early 90s, that puts the player in the boots of the “Commander” of an anti-alien task force, tasked with countering an alien threat to life on Earth.

The original trilogy is well-known among PC aficionados as one of the golden series of the early 90s, offering steep, punishing gameplay, plenty of challenge, a brutal-but-rewarding sense of success as you learned to carefully juggle research, politics, and—most importantly of all—your soldiers to beat back the alien threat. Later sequels continued the trend of working with highly interconnected systems that gave players a vast array of freedom (though not success) to work with to counter the alien threat.

Of course, this series is now over two decades old, making replaying some of these older titles more than a bit difficult (not that it was ever easy in the first place). Thankfully, sometimes good things do get to come around again, and in our modern day and age, the series has been rebooted with X-Com: Enemy Unknown, and then the more simply named X-Com 2.

Like all good sequels, X-Com 2 built on the foundation before it, including one of X-Com‘s most popular ones: the ability to create and customize the soldiers under your command, right down to their names, looks, and their biography.

In other words, a determined player could create themselves and their friends in a game, then send them out against the alien threat to see how things shake out. Or create very creative likenesses of favorite characters from other sources.

X-Com 2 seized on this popularity both by giving players more customization options than ever (except when it came to faces, sadly), and by making incredibly easy to import and export character files. Meaning that anyone can invest a bit of time into the character creator and not only enjoy watching friends, family, or heroes try to save the earth in their game, but can share them with others as well so that those they know can do the same.

Right, that’s the background. Mostly for those of you who don’t play X-Com and would otherwise have no idea what this post was referring to.

You can create replications of anyone. Including characters from books. See where this is going, yet?

Yeah. Within hours of acquiring X-Com 2 for myself a few months ago, I’d spent less than three hours playing the game, and more than five hours sitting down and recreating a bunch of characters from my books and work in X-Com‘s character creator.

I’m pretty happy with the results. They’re not perfect, but I’m entirely accepting of that since I get to watch Colony‘s Anna tear through the Advent like there’s no tomorrow.

And you know what? You should be able to too.

Unfortunately, I’m still trying to figure out a way to host the Character Pools so that anyone who’s curious can download and import them (WordPress won’t let me do it without some technical trickery might not even work, and even then would have to be undone by anyone who downloaded said packs), so they’re not available just yet, but I figured I’d give you all a quick look at what you can expect when you add said packs to the game. So far I’ve got two ready for deployment, one for Colony and one for the Unusual Universe (One Drink, etc). I just need to figure out hosting, like I said. I may end up working them through the Steam Workshop. Anyway, let’s give you that look I promised. Some of it may not make sense if you’re not acquainted with X-Com, but a look at a visual rep of some favorite characters can still be fun, right?

And, for legalese, I don’t own X-Com or claim any of the rights to it. Duh.

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