Guest Post: What’s in an Alien Alphabet? (Or Why Some Languages Are Really Fonts…)

While I was away at GenCon, Apex Book Company posted the next installment of my series on creating an alien language. This installment was a lot of fun to write, because I addressed the difference between creating an alien alphabet and designing a font, in addition to quite a few resources that you might be interested in checking out.

Part of the goal behind writing this post, is that people tend to confuse an alien font with a fully-develope alien language.

Here’s a quote from the article:

in many ways, your alien alphabet is a complex key that will serve as the building blocks for everything else you will do. Keep in mind that the order of the letters, symbols and numbers may or may not matter to you. The English alphabet, for example, doesn’t mean anything semantically when you put the letters in their proper order. The alphabet only becomes a crucial part of a language when you identify what the letters represent, combine them into words, or rank these words in alphabetical order. As a result, you have a built-in system to place permutations of letters, phrases and sentences into lists.

So, the first thing I’d like you to consider is to ask yourself if you know what an alphabet is. Well, I can tell you what it isn’t – it’s not a font! –SOURCE: Creating an Alien Language: What’s in an Alien Alphabet?

The article is really in-depth this time around, so if you have an interest in the topic be sure to check out Creating an Alien Language: What’s in an Alien Alphabet? on the Apex Book Company Blog.

Hack/Slash Card Game and my Role as a Developer

Cassie Hack from HACK/SLASH by Tim SeeleyHi everyone,

I am excited to announce that I am one of the developers of a card game based on the horror comic HACK/SLASH by Tim Seeley!

Produced by Eden Studios, the game was designed by Matt Papa and the development team includes M. Alexander Jurkat, James Lowder, who is also the current editor for the HACK/SLASH comics series, and yours truly!

Currently, the comic is published through Image Comics. You can read a really good interview with Tim Seeley conducted by Newsarama.com about the move from DDP to Image.

Both the HACK/SLASH card game and the RPG will be published through Eden Studios, who published the BUFFY: the VAMPIRE SLAYER, ARMY OF DARKNESS and ANGEL RPGs.

Here’s a quote from the press release:

HACK/SLASH creator Tim Seeley will take an active role in the development of the games. “I grew up reading comics and playing RPGs,” Seeley explains, “so I’m thrilled that a company as great as Eden Studios is giving people a chance to play around in the world of HACK/SLASH. And it’s fantastic to see Cassie and Vlad on a roster alongside such stellar horror licenses as Buffy and Army of Darkness!”

A prototype version of the HACK/SLASH card game will be available for demo play at the Eden Studios booth (#209), at the upcoming Gen Con Game Fair, August 5th through 8th, at the Indiana Convention Center in Indianapolis. — SOURCE: Eden Studios To Bring Fan Favorite Comic HACK/SLASH To The Gaming World

I am absolutely thrilled to be a part of this for many reasons on so many different levels. As a fan of HACK/SLASH and horror, well, everything, I can tell you that this card game really targets the mood and theme of the comic. Matt Papa did an exceptional job as the primary designer and the collaboration that we’ve done on this game has made it even better.

Don’t take my word for it, though, because you know I’m going to rave about it. So, if you’re going to GenCon: Indy, stop by the Eden Studios booth and play the game for yourself. Or… as Cassie would say… “Suck it.”

25% Off My e-Book Plus Huge Sale on 1,000s of Others at DriveThru

I’m not sure how many of you that read my blog know about DriveThruRPG.com or DriveThruComics.com. Did you know that DriveThruRPG.com is the world’s largest retailer for digital hobby games? I’ve contributed to a few games within the gaming industry over the years. This industry has been really fun to be a part of and I’m excited for my panels at GenCon: Indy’s 2010 Writer’s Symposium, too.

The hobby games industry has been great to be involved with and has been a boon to my creativity and my professional career. The best part about gaming, though, is the people. Leanne, Shari and James, who composed the music for THE QUEEN OF CROWS trailer, are all people I met through gaming.

I’m pleased to announce that our project will be included in the Christmas in July sale at DriveThruRPG.com!

The Queen of Crows e-Book

From now through Monday, July 26th at 6:00 p.m. EST, my e-book entitled THE QUEEN OF CROWS will be priced at $3.75!

There are literally thousands of digital titles on sale, so if you like to game or read, now is the perfect time to check out DriveThru. The sale also applies to comics at DriveThruComics.com, so you can read comics from publishers like Top Cow, Archaia and 2000 A.D. for super cheap.

Hope you get the chance to check out some other games and comics, too. Many of these people pour their sweat, blood and tears into their work because, like me, they love what they do. There’s a lot of great products on sale, so if you’re thinking about going digital, now’s the time.

Catch ya later!

DriveThruRPG.com

New Guest Post at Apex: Creating a Language Based on Symbols

In this month’s installment of my Creating an Alien Language series, I take a look at how I would create a rudimentary, symbolically-based language. Here’s a quote from the article:

One of the concepts I mentioned last time was the idea that you need to have some sort of language key to use as your foundation. Before we get any further, I’d like to remind you that your aliens need to be able to create the symbols in the first place.

My basic requirements for a symbolic alien language are:

  • The biological ability to create a symbol
  • The proper instrument(s) to represent a symbol
  • The ability to understand what it means

Mind you, some writers have employed the use of an invisible symbolic language that can be seen either on the astral place or by manipulating subatomic matter. Whether or not your symbolic language appears to humans or other aliens is not something that you need to decide right now, because that could develop as a plot element for your story. However, you still need to know how your aliens will use your language. –SOURCE: Creating an Alien Language: Rudimentary Symbolic Language

Be sure to drop by and check out the full article at Apex Book Company. Word on the street is that they have a book sale going on right now, too.

Three Non-Fiction Releases about Gaming

Hi everyone,

I am pleased to announce that I’ve got three, non-fiction releases related to hobby gaming available for you to check out.

Family Games: the 100 BestFirst, if you haven’t had the chance to check out FAMILY GAMES: the 100 BEST, I’d recommend that you consider getting your copy signed if you’re heading to GenCon in Indianapolis. Several of the essayists, including yours truly, will be at the convention. Also, you might want to head over to the Green Ronin booth and track down James Lowder for his signature. Not only did he edit the book, he’s also an outstanding author in his own right.

This year, you can find me at the GenCon Writer’s Symposium which is managed by author Jean Rabe. I’ll be writing a post about what panels I’ll be on later.

My second release is a very “heady” essay about dice and divination for THE BONES, which was edited by Will Hindmarch and published through Gameplaywright. What is this book about?

The Bones gathers writing about fandom and family—about gamers, camaraderie, and memories— and ties them together where they meet: our dice. These are essays and anecdotes about the ways dice make us crazy, about the stakes we play for and the thrill we get from not knowing what the next roll will bring. –SOURCE: THE BONES at Gameplaywright.net.

My contribution to THE BONES took on a more intellectual, esoteric approach. I talked about how the act of rolling dice draws upon a form of divination that employs the use of dice; I also mentioned how players like us often take on the role of the divine, because we typically determine what happens to our characters through a simple roll of the die.

After reading through our limited edition copy, I have to say that I feel Will did an absolutely outstanding job as editor. He provided a healthy potpourri of entertaining anecdotes and intellectual discourse that offers something for everyone to read. If you like to game, you can order a copy now or buy one in the dealer’s room at GenCon this upcoming August. Similar to FAMILY GAMES: the 100 BEST, several of the essayists and contributors will be floating around to sign your copy of THE BONES.

Last, but not least, I also wrote an essay about how powerful convention demos can be to attract new players for this year’s release of the RPGirl Zine. RPGirl is a project led by Emily Care Boss that highlights women in the gaming industry. In addition to this essay and my bio, Emily was kind enough to promote THE QUEEN OF CROWS e-book. I’m not one-hundred percent sure if she’ll have her own booth presence this year or not, but I do know that the RPGirl Zine will be available, along with THE BONES, at the Indie Press Revolution booth.

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