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Mar. 5th, 2012

writing2

What Else Do You Want to be When You Grow Up?

I have a friend whose father works as a surgeon. He's an intelligent man, logical and skilled, who excels at his work not only because he's got the mind and training for it, but because he loves his work. But like most people, he entertains other interests. As a father to seven grown children and a grandfather to two bajillion grandkids and counting, his house often plays host to large gatherings over long holiday weekends. On those Saturdays, while the family eats, catches up, and plays with grandbabies, my friend's dad slips out to partake in his other passion: cars.

One by one he pulls each of his children's cars into the garage and gives them the automobile equivalent of a day at the spa. Wash, wax, beats the floor mats, vacuums the interiors, pops the hood and changes oil, wiper fluid, what-have-you. When he finishes with one, he parks it in the yard, pulls the next one in, and continues to work.

My friend once speculated that if her father's circumstances had been different--meaning fewer than seven kids to support, a struggle even on a surgeon's salary--she thought he might find contentment running an auto shop and working on cars all day every day, not just during the weekends when the kids converge on Grandpa's house. She knows he wouldn't change any aspect of his life for anything, yet she wondered if, given the choice, he would trade one career he loved for another.

Kids often ask each other what they want to be when they grow up. A cop, a fireman, a truck driver, an architect, an archaeologist--another friend's answer after he saw Indiana Jones for the first time--a cowboy, a princess, Batman. Those answers usually change. The same friend who yearned to explore caves riddled with traps and recover ancient artifacts rescinded his answer once he found out that archaeologists don't dodge traps and swing around on whips nearly so often as Indy insinuated, and opted for a safer career as a computer programmer, a job he loves. But sometimes, old answers to the age-old "what do you want to be?" inquiry don't fade away in favor of something different. They just step back and wait patiently for their time to shine underneath a different light.

I am a writer by trade and by passion. I wouldn't give up the writer's life for anything, but I often find myself thinking about second choices. I realize my enviable position in attaining my dream job--although I wouldn't turn my nose up at a slightly better pay grade than the one I sometimes experience as a freelancer--yet even so, I often find myself thinking about other professions I would love to try but cannot or consciously decided against.Read more... )
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Feb. 29th, 2012

writing2

Happy New Year! Buy My Book!

What better way to kick off the blog's 2012 entries than with the announcement of a short story's availability? Shara's Path, collected in Tyche Books' Ride the Moon anthology, is now available in trade paperback from Amazon and in the e-format of your choice for $7. Matter o' fact, one Amazon reviewer said: "Shara's Path by David Craddock casts some moonlight on gender issues and tells a refreshingly funny love story, which I rather enjoyed." While the story explores a larger theme, it does explore those issues, and the reviewer enjoyed it, which is always the end goal.

Visit Tyche's page to learn more about the book, read author bios, and of course, to fill your virtual shopping cart with as many copies as your wallet can afford (but no less than 12).
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Dec. 20th, 2011

video games

Marvel Heroes PC Game

When your job calls for you to read comic books for research, you know you've got a career guaranteed to make friends green with envy and women swoon and cling to your arm to stop short of fainting. (Only because you write for a living. Nothing to do with the comic books.) After over a year of such research and hundreds of written lines later, I'm pleased to announce that I can finally speak publicly about my involvement with Secret Identity Studios' Marvel Heroes--sort of.

I'm not allowed to discuss certain specifics quite yet. What I can say is I wrote dialogue for several of the most iconic heroes and villains populating the ever-expanding Marvel Universe. I can also say that the game is an MMO for the PC, will be free to play, and should drop sometime in 2012, though there's no guarantee on that. I can also say you should check out Marvel Heroes Online to learn what little other information exists about the game at this point.

So what's the point of this post if I can't say anything beyond "I wrote dialogue for a Marvel game"? A good question. Allow me to answer it.

Read more... )
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Dec. 19th, 2011

writing2

Short Story Publication: "Shara's Path"

While in the process of moving back to Ohio, scavenging for freelance gigs to pay the bills, plugging away at Stay Awhile and Listen, and gaining momentum on SUPER SECRET PROJECT, I received an invitation from new fantasy and sci-fi publisher Tyche Books to submit a short story for their upcoming anthology, Ride the Moon. I'd initially thought to pass on the offer since I now have an approximate release date for SAAL that I don't want to miss, but the theme sounded too fun to pass up.

As you might have guessed based on the title, Ride the Moon collects stories that focus on moon legends, deities, and creatures. After giving the theme some thought, I converted a core fiction idea I came up with a year or so ago, whipped up a race of moon-worshipping creatures, and started putting words down on paper. The result: Shara's Path, a story I'm quite proud of and one that deviated enough from its fiction-to-fantasy origin idea that I can still bring the original idea to life without feeling like I'm retreading old ground, which I hate to do.

The story follows Shara, a young female about to be married off to a male she's never seen before, as per her people's law. As the story unfolds, Shara and her new husband decide to dig their feet in against fate and make their own choices--for better or for worse.

Ride the Moon, which includes Shara's Path and a dozen or so other stories, releases in e-book and print format on February 29, 2012.
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Nov. 1st, 2011

video games

DM Press day-one coverage round-up

Greetings and salutations! Digital Monument Press's launch day went splendidly; we received a lot of attention (the good kind) and coverage for Stay Awhile and Listen. Curious to check that out? Good, 'cause there's plenty to read and listen to!

- DiabloFans.com Podcast
- Diablo.incgamers.com Podcast
- Games Radar Interview
- Announcements: Flesh Eating Zipper, Massively, Gamers Temple
- DM Press's launch-day interview with Blizzard North co-founders David Brevik, Max Schaefer, and Erich Schaefer

Enjoy the coverage! If you haven't already, bookmark the DM Press homepage, Twitter, and Facebook page. We've got lots of Stay Awhile promotions planned over the months leading up to its summer 2012 release, including various opportunities to win a copy of the book for Kindle, iBooks, and the Nook.

Oct. 31st, 2011

video games

Digital Monument Press LLC

Three years ago I began research and interviews for Stay Awhile and Listen, the book I intended to tell the story of the Diablo series and the history of the game's developer, Blizzard North. I'd initially thought to shop the book around to traditional publishers, but the idea of having to follow prescribed formats and guidelines didn't appeal for me. As I met with the series' developers and listened to their stories, I thought of a much more interesting and entertaining way to write the book: a creative nonfiction narrative meshed with an abundance of quotes from the developers for a documentary-style feel.

The idea developed quickly, but to realize it, I knew I'd need to start my own publishing company. That would mean handling all sorts of business considerations and the like, which I didn't (and still don't) have the time to fuss with. So I asked my wife, Amie, an excellent artist and someone who just happened to possess the business savvy necessary to run a publishing company thanks to her two-year run with a smaller indie art-book pub, if she'd like to start a company. Much like her reaction to my marriage proposal, she wavered a bit, weighed better options, then gave an enthusiastic "yes." ;)

Today, Amie and I have reached our first major milestone: we're launching Digital Monument Press, an e-publisher dedicated to covering video-game history. Because announcing a publisher accomplishes nothing without a book to look forward to, we've also pulled back the curtain on Stay Awhile and Listen, which will be sold on all major e-reading platforms next summer. Throughout the day, major media outlets will be shouting news about SAAL from the rooftops replete with interviews and other write-ups. I'll post a wrap-up of all major coverage tonight, so you can either wait for that, or follow along on the DM Press Facebook page.

We're both very tired, but very excited and pleased to share this news. So poke around the website and stay tuned for more news.

Now if you'll excuse me, I'm going back to bed.

Oct. 29th, 2011

writing

Halloween: Be Here or be Square!

Big news a-comin' on Halloween. Make sure to check back around 9 a.m. Pacific this Monday!
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Oct. 3rd, 2011

writing

Where the Heck is Heritage?

Back in April of last year, I announced that Absolute XPress had picked up Heritage, my first novel and the first entry in a fantasy series, and projected its release for May of this year. My more astute readers have no doubt noticed that we are, in fact, five months past May. I assure you that writers love nothing more than to inundate social networking services and blogs with news regarding their published works. Yet I've not mentioned Heritage much since my initial post about it.

Which leads me to the subject of this blog: Where the heck is Heritage?

That takes some explaining, and that explaining comes in two flavors: the shorter, more "yada yada" version, and the longer, more delicious and satisfying flavor. The long explanation is... well, it's long, and I can't get into it right now. The short version is, AXP decided to publish Heritage, but yada-yada, AXP will not be publishing Heritage after all. I am, however, in tentative talks with someone else who has expressed interest.

Yeah, that doesn't reveal much. But I wanted to address the issue since I had planned to bring readers behind the scenes in how Heritage was written, what went into getting into shape for release, and all sorts of other stuff. I said I'd do something then went silent about it because things got turbulent, so I just wanted to address that since I felt weird about saying, "Hey, my book's coming!" and then not writing anything else about that.

As for that long version, I'll spill one day. It's a pretty compelling story in and of itself, I must say.
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Aug. 30th, 2011

video games

MOOORTAAAAL KOOOMBAAAAT!

MK Arcade Kollection hits tomorrow. Ten bucks for MK1, 2, and UMK3. I'm so excited, more than I thought I'd be considering I've played the oldest of those games for almost 20 years. Wow, I'm getting old. Anyway, the game will release on Steam, PSN, and XBL complete with achievements, rankings, and the biggest addition by far: online multiplayer.

I love how re-releasing classic fighting games--Capcom gave SF3: Third Strike an HD paint job this month--rekindles their respective communities. Back in SF's and MK's heyday, online gaming was less than prolific, so multiplayer was restricted to couch-based play. If you didn't have a friend over, you were stuck challenging the (cheap as hell) CPU. But with online connectivity, as well as the popularity resurgence said connectivity introduces, both new and veteran players can enjoy real competition anytime, anywhere. I also wouldn't be surprised to see "klassic" MKs make their way back into tournaments.

But who to play? For UMK3, I'd like to give Ermac a go. Everyone and their dog will choose Sub-Zero, Scorpion, and Smoke, I'm sure. But Ermac takes more skill. I've always loved his juggle combos. Sorry; "kombos." I remember one I came up with back in high school on my trusty SNES, connected to a black-and-white television: LK, LP, which pops them into the air. Jump kick, air teleport punch, telekinetic slam. Keep them airborne with one or two high-punches, then throw a fireball  before finally letting their bloody carcass hit the ground. Pretty snazzy looking if you can pull it off.

For MK2, maybe Reptile, Kung Lao, or... Obviously Baraka's an easy choice, but he'll be a popular character, as well Ken and Ryu--er, SZ and Scorpion. MK1's a bit tougher. Liu Kang's been on the brain lately. Maybe I'll give him a spin. Too bad his Fatality is the lamest thing ever. I mean, the screen doesn't even darken.

One complaint: Three MKs for $10 is a great deal, but the title, "Arcade Kollection," implies, to me, the inclusion of all MK arcade games. Not the case here due to a glaring omission: MK4, the last MK to release in arcades before the series became exclusive to consoles. In its heyday, MK4 garnered much love from fans and critics. Nowadays, everyone seems to spurn it, citing bad graphics and boring gameplay. I won't use this post to delve into why these people are WRONG; I'll only say that throwing it into the downloadable pack would have made the Arcade Kollection komplete.

Aug. 16th, 2011

writing

Short Story Publication: "Kylie's Angel"

Static Movement accepted my first horror-themed short story, "Kylie's Angel," for inclusion in one of their upcoming anthologies. "Kylie's Angel" follows a boy who must choose between mustering the courage to face his alcoholic father's wrath, or succumbing to fear and allowing his twin sister to suffer at their father's hands.

"Kylie's Angel" features quite a twist, so I don't want to say more. I won't even mention the title of the anthology because the book's theme might give away said twist. So I'll only say that I'm very proud of this story (I wasn't sure I would ever write horror despite it being one of my favorite genres, but I think my first attempt turned out splendidly) and look forward to the anthology's release, the date of which is still to be determined.
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