It’s been a long journey to publication (although laughably short compared to, say, STORMHUNTER) but ATTACK OF THE CLOCKWORK ARMY will be released very soon.
I am, naturally, delirious with excitement.
This is it! The steampunk Australia story I’ve been working on since before Louisette existed.
[The novel HEART OF BRASS is chronologically first in-world, but although I promise it will be available someday it’s still at least a year away from release. You can play with or without spoilers depending on what name you choose – the last name “Muchamore” means you are playing a character from the print book.]

The pictures above are strangely relevant. There is a particularly steampunk (and literally magical) hot air balloon in all three of the steampunk Australia stories I’ve written so far (the third is AFTER THE FLAG FELL). I used “research” as an excuse to go in a hot air balloon ride with my partner Chris years ago, and he loved it so much we later gave his parents a voucher for the balloon flight pictured above.
With the exception of a fanfic short story I wrote for friends some time ago, ATTACK OF THE CLOCKWORK ARMY is the first interactive story I’ve ever written. I set out to use the coding system of ChoiceScript (more on that system later!) to represent the emotional journey of a character in a novel.
A lot of interactive fiction features a protagonist who begins as a blank slate. This implies either a lack of agency or an inevitable “Mary Sue/Marty Stu” (boringly perfect, superpowered main character) but in fact the opposite is true.
I think of the reader as a co-writer. Would the protagonist be better played as a male or a female? What romantic relationship is the most interesting? Is the protagonist especially brave, skilled, clever, or kind – because it’s impossible to be all of the above at the same time? Is their family more important, or their patriotism?
Probably my favourite aspect of CLOCKWORK ARMY – other than the story and characters, which of course I’m in love with – is the fact that the protagonist has to choose a “fatal flaw” that has an effect on their abilities, experiences, and relationships. It is possible to overcome any of the fatal flaws, but it’s not easy to figure out how (each fatal flaw can be overcome in a completely different way). As far as I can tell with my noob knowledge, I’m the first person to do this in interactive fiction.
Unlike old-style Choose Your Own Adventure books, Choice of Games (the publisher, and the creators of the ChoiceScript program that I use) uses what they call “delayed branching”. Instead of numerous wildly different stories (most ending in startling death), the protagonist WILL make their way towards the same climax every time… but they will have a variety of different experiences there depending on their choices, personality, and skills (most of which are expressed through statistics, which you can click a button to check on, especially if you suspect a choice requires a particular ability).
So in the first chapter or two, you mostly get “free” abilities. As the game progresses, your choices are much more likely to involve success or failure depending on whether you’ve built up the right skill set to succeed in one way or another (eg if your swordfighting is rubbish but your chess-playing is masterful, then you really should choose the chess option to challenge your baddie). I like to have trickier choices at the end, where two abilities interact to decide whether your decision ends well or… not.
It’s possible to die in CLOCKWORK ARMY (in fact there are six different ways, I think) but it’s really quite difficult. So if you died, congratulations?
I find as a reader that I can ignore the statistics if I want, and simply make choices depending on my mood. I often play as a “nice” person, and the best interactive fiction I’ve read goes ahead and gives me a “nice” ending (say, befriending your enemies instead of killing them all).
A lot of interactive fiction is more about giving an experience (such as the experience of being mentally ill or transgender) rather than telling an action-packed adventure story. Not mine though – at least not yet. I just write adventures, like I always have.
If you like the idea of a steampunk romp set in Australia, you’ll love ATTACK OF THE CLOCKWORK ARMY.
Also, you can read it on your phone. You can even fight against the Australian independence movement if you like – just don’t tell the author. She might sic a pack of iron-fanged dingoes on you.

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I love deadlines.
That’s not sarcasm. The writing life consists largely of sitting alone in a room (or worse, sitting in the same room as young kids who I desperately hope are sufficiently distracted by the blaring TV) scowling at a screen as I invent worlds and people that absolutely no-one cares about except myself. Deadlines give me a sense of urgency and excitement that is sometimes sorely lacking. When a deadline is approaching I feel stressed, but (unless something else comes up and sends me hurtling over the edge) it also gives the sense that someone is waiting for that piece of writing – and that it matters.
Whether writing “matters” or not is a can of snakes that I won’t get into today. But, I do like deadlines.
At the moment I have four and a half deadlines coming up in the next month. Wheeeee!
One is for a novel submission that I promised someone I’d send in September (ish); two are for interactive fiction contests that are ending soon; and the other one and a half are for collaborative interactive fiction pieces (one of which I’m running, and the other of which I’m mostly acting as cheerleader while also writing a significant section).
Before I stumbled across the glorious cornucopia of interactive fiction (think “Choose Your Own Adventure” stories but better), I was going to make 2015 the year that I wrote a novel slowly. It would be an experiment in writing against my usual nature, and perhaps discovering that my writing was much better if I was less manic about it. Then I found interactive fiction, and by the end of September my total IF word count will be around the 150,000 mark (two large pieces, two medium, and two collaborations). So I’m not exactly writing slowly, particularly since that’s roughly three times my usual annual output.
A funny side effect happened due to the fact that when Choice of Games – absolutely my favourite IF engine and company (and they pay well too) – is considering taking on a project for its premier label, they require a detailed outline first. Those outlines always run over 5000 words, including loads of choices and their consequences. To put that in perspective, the last book I wrote was based on a story told to me by my then 2-year old. I did some googling, scrawled a map and a chapter outline (maybe 200 words) and was writing the book within three days. I finished it a few weeks later.
But the interactive piece I’m working on most at the moment – a fantastical pirate adventure called SCARLET SAILS – has a proper Choice of Games outline. And because I was waiting to hear back about a different project, I had to let it sit for a long time – which also meant I could discuss the basic plot with some intelligent people and discover major plot issues BEFORE I’d written a 50,000-word novel. So interactive fiction distracted me from slow writing, then brought me back to it.
The other interesting side effect of IF is that suddenly I’m collaborating. I’ve done that exactly once before, when I wrote a one-page play in high school. It barely counts as collaborating, since my (undying, I’m sure) prose wasn’t edited in any way except by the nature of performance. (I do remember one friend saying, “So I’m playing God? Mm’kay.” which was most definitely a positive comment on my casting choices.) I write because I LIKE sitting alone in a room inventing worlds and people out of nothing… and I like being the international expert and ultimate authority on every single aspect of my work. Like my actor friend, what I really want is God-like powers and unquestioning obedience.
But I also love a deadline. (I may have mentioned that.) So when someone on the IF forums at Choice of Games suggested some kind of game-writing jam, I leapt at the chance. I specifically said that I thought collaborations were a bad idea, and so naturally a few days after that I volunteered to lead what ended up being a cheesy 50s-style space adventure collaboration (and then someone asked me to whip their multi-genre bookshop collaboration into shape, and I gleefully did so).
And it is so. much. fun. It helps that everyone involved seems to have figured out that I will work very very hard to earn ultimate power, and so they say things like, “Go ahead and edit my bit however you like” which I’m pretty sure means I just became a benevolent dictator (and I LOVE it).
I will of course post an easy-to-play link here when the game is ready. It’s turning out surprisingly well (and the editor is fantastic). But here’s the front cover just to tease you.

Credit for the space background: http://palnk.deviantart.com
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Before people figured out anaesthetics (still a very tricky art in 2015), surgery was all about speed. A “good” surgeon could amputate a limb in under thirty seconds. Yay?
Right now I’m working on another steampunk interactive tale – which will be free once it’s done. The above article was excellent for my research. Luckily for my protagonist, his story begins in 1854 – so chloroform is in common use. Unluckily, the real historical figure upon which the protagonist is based was on the run at the time of his amputation, so he was awake the entire time.
Peter Lalor is that protagonist, by the way. How could I resist writing about such a fascinating individual, who took centre stage more than once in crucial moments of Australian history – and who had an arm lopped off at a point that can only be described as “terribly inconvenient for him, but excellent for steampunk writers with a penchant for attaching mechanical limbs to people”?
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In the world of interactive fiction, I very quickly discovered Emily Short, who is a clever, thoughtful, and successful writer/reviewer/blogger. In one of her reviews of a particular IF story, she went on a tangent about how she goes to gaming conferences and wonders how to dress and act in such a way that she doesn’t get idiots approaching her to give her lectures on the biz.
I’m yet to go to a proper game conference, but I go to a lot of writer/reader/fan ones.
I love a good costume, especially steampunk – which I also write. A corset tends to make any body type look better, so that works for me. Steampunk is such an easy and versatile look to do that I can take it anywhere, and people will often walk up to me saying, “Cool earrings” (or whatever), which is code for, “Hey, I like steampunk too.” And then I’ve found somebody I know I can probably talk to, even if I’m at a conference or event that tends to look askance at the entire fantasy genre (it happens in writing circles, believe me). I’ll often go in knowing I’ll be the only one in a corset, and that some people will think I’m a moron for wearing one (that was certainly the case at the CYA Conference I attended last weekend – possibly the best networking conference for writers in Australia). But ultimately it works for me very well – people tend to assume I’m a steampunk expert, in fact, which amuses me.
Costuming is a convenient path that tells people, “I’m serious about this.” Emily Short isn’t into costumes, so her choice of outfit is a great deal more complicated and subtle.
Along with the corset, I also consciously adopt an “I’m an enthusiast, not trying to be sexy” style and posture – complete with a deliberately subordinate position towards most people I talk to (generally in the form of being somewhat admiring of their wisdom and/or costume), although I’ll launch into teacher and/or helper mode at the drop of a hat (eg. When someone is too shy to approach someone, I’ll suggest we go talk to them together).
Sexy is well beyond me, and I know it. I never liked it anyway. On a really good day, I can turn “massively overweight” into “epic and magnificent”, and I’m proud of that.
This is my corset of choice at the moment:

I wear it quite loose so I can get it on by myself (with considerable difficulty). I was running late at CYA and carried it out with me in the morning, putting it on in a crowd of high-up publisher types as we waited for our taxi. One of the other writer types helped me, fortunately.
Buckles are cool.
CYA was amazing. It seriously had representatives from every large publisher in Australia (except Allen & Unwin), plus several of the best medium-sized publishers and three very good agents. I talked to literally every single one, and it was very quickly apparent where I should (or should not) send my books. Useful!
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If you’ve set eyes on me for more than thirty seconds at any point this year, you know all about my shiny new obsession: interactive fiction. It’s the digital form of “Choose Your Own Adventure” novels.
As of seven minutes ago, my first publicly-available interactive fiction story is live (and also free… for now) right here – scroll down to the bottom of the linked page and click on this:

You don’t need anything more specialised than a computer, and you’ll read the book within a Firefox browser.
This particular story (which takes about twenty minutes to read) is about what happens when a two perpetual students fall through a portal into the magical, tropical world of Rahana. It’s a place where a pregnant queen’s island is under siege, and where a handshake can kill.
You, dear reader, are one of those perpetual students. You choose whether you’re male or female, happily single or crushing on your best friend (who just happens to fall through the portal with you – you also choose their gender). You decide whether you’re a natural fighter or a master manipulator; a doctor or a jack of all trades. When the battle begins, you can choose to kill or heal, to strategise or inspire. Even if you’re completely useless as a character, you get a good story out of it – and you can be someone completely different the next time you read it, too.
How does it work?
Funny you should ask.
As a player, it’s a simple matter of clicking your mouse (or in some cases your finger, since most interactive fiction can be read on smart phones) on the choice that looks best to you, then on the “Next” button to go to the next page. Your choices make a difference in various ways. Usually, choices change your statistics (for better or worse) – recording your personal traits, your relationships with others, and the skill/s you practise along the way. Later on in the game, those choices change your ability to succeed or fail in certain endeavours. You can check up on your stats along the way (there’s a button at the top of the screen), or ignore them and choose with your heart every time (that’s what I do, especially on the first read-through). I also like having “Achievements” listed as a tantalising hint of some of the story’s possibilities. There’s a button for achievements, too, but it’s not possible to gain all of them in a single play-through.
I really like the American company Choice of Games (yes, that’s why my spelling is suddenly non-patriotic) because they’re fun, non-graphic, and determined not to discriminate. In their games, it’s always possible (when relevant) to pick both your gender and orientation.
The lack of strong female characters in fiction magically disappears when a player chooses his/her own gender – and I love that!
So, that’s a lightning-fast preview of the big news I’ve been hinting at all year. “Down the Wombat Hole” isn’t even my first interactive novel…. but the details of the others will have to wait for another post! Let’s just say my days of steampunk and piracy are just beginning.
Oh, and by the way? It just so happens that “Down the Wombat Hole” is set in the same world as my print novel (coming out in 2016) “Stormhunter”. So if you’ve ever read a fantasy book and wished with all your heart you could visit it yourself, now is your chance.
Edited to add: “Down the Wombat Hole” is now part of a full-length collaborative game called LOST IN THE PAGES (with the new chapter title THE QUEEN’S CHILD, and no wombat).
And the small press Satalyte that was going to publish STORMHUNTER has stopped running, but Odyssey Books has just (as of October 2017) taken on the middle-grade pirate trilogy set in the same world, which suggests STORMHUNTER will sail again (it’s young adult, and set hundreds of years after the middle-grade trilogy, so it makes sense to publish the middle-grade trilogy first).
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