Skip to main content

The long story of a short novel

Some months ago I was contacted by the publisher office to sign my contract. I have been waiting for two long years until at last I got a confirmation that my first novel (actually, my first novel that is worth reading) was on its way to the bookstore shelves. And some months later, I got a mail from the editor in charge of reviewing the book. Indeed,a  long process for a novel not so long.

My story as writer goes back to 2001, when I got a new job and decided to start writing in my free time. The first novel started as a Sci-Fi story of a boy that must become a bounty hunter, inspired by Boba Fett. Later it changed to a fantasy novel, and the boy became a monster hunter. I released it on Internet a year or two later, but only got a hundredth downloads, maybe. I abandoned the second part, almost finished, and forgot about writing for while.

After such dissapointment, perhaps the wise choice would have been not to write anymore, but I decided to write a short novel as background for an RPG I was programming. After all, I thought, Im not a too terrible writer. It was supposed to be a short story, covering the professions  of the game and providing some lore about the universe where the game events take place. Took it time, because I am quite slow writing, and then temptations started to get in my mind: why not make it a bit larger? why not try to release it on Internet again? or sell it?

The long road of finding people to seriously review the novel started. Got a few opinions, nothing really special. In a few words, it ended on Internet, with the same result. I used UbuntuOne, so I dont know how many downloads I got. But on its way to the world, the novel was read by a friend who recommended my a writer's workshop. The book was read and reviewed, and most important, an actual writer, with international awards and published books, read it and was quite impressed. Seemed, that after all, I had learned a few things in my previous work. He offered me to bring the novel to the publisher, and he did. As I said, the process takes 2-3 years, but now it is getting closer to the end. The payment is symbolic, to say the least, but perhaps this first opens the door for more publications and money.

So, technically, now I can say "I am a writer".


Popular posts from this blog

Unity3d isometric camera tutorial

I had pending this since a month ago, so Im forcing myself to post it today. The goal is to provide a fully functional isometric like system that you can use with few or none modifications in your own game. So, lets get started.

Start Unity3d and in your scene, add an empty GameObject, we will call it target. Create a camera object and drag it to target to make it child. The result looks like this:

Now select Camera and set the values to this:

For a true isometric like feeling, ortho projection is essential. You could use perspective, but it is not the same. Play with Size to suit your needs (we will be using this later, when implementing zoom).

Now, lets create an script named CameraController, or whatever, and drag it to target GameObject. Lets implement scrolling, the easier part: go to Update() and add the following code:

if (Input.GetKeyDown(KeyCode.W)) {
            dir = UP;
        } else if (Input.GetKeyDown(KeyCode.S)) {
            dir = DOWN;
        } else if (Input.GetKeyD…

Tutorial: building a modular character

Building character models with body parts have been an obsession for me in the last weeks. I have googled, asked, googled, and asked again, played with Unity3d editor, tested code, and so on. You can see the result of my work in the previous post. First of all, I have to say that what I achieved is mostly derived from this thread and the sample posted there. My code is a copy&paste of that sample. Also, you can find a more extense solution in this forum thread.

First, lets start with the model, which obviously, is divided in the required sections. Lets say we have head, torso and legs. Each part must be exported to a separate fbx file, but it must include the skeleton. Then, export the skeleton without geometry to another fbx.

Im going to assume that you want to instantiate all components, and even player, at runtime, from a  C# script (no Unity editor involved, except for creating prefab an position marker), so, we will place the sections, the skeleton and everything…

TPS with free look tutorial, version 2 (and bugs)

After working a bit to improve the third person camera system I mentioned a couple of days ago, I found a few problems that I could fix, and other I cant. Here is the updated code:

public class PlayerControl : MonoBehaviour {

    public GameObject pivot;
    Animator anim;
    int direction = 0;
    int FORWARD  = 1;
    int BACKWARD = 2;
    int LEFT = 3;
    int RIGHT = 4;

    // Use this for initialization
    void Start () {
        //cam = gameObject.GetComponent<Camera> ();
        //Cursor.visible = false;
        //Cursor.lockState = CursorLockMode.Locked;
        anim = gameObject.GetComponent<Animator> ();

    // Update is called once per frame
    void Update () {
        Vector3 rot;

        if (Input.GetKeyDown (KeyCode.W)) {
            direction = FORWARD;
        } else if (Input.GetKeyDown (KeyCode.S)) {
            //go back
            direction = BACKWARD;
        } else if (Input.GetKeyDown (KeyCode.A)) {
            direction = LEFT;
        } …