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Friday Link Salad 9/17/11-9/24/11

Feminism
Laura Hudson discusses The Big Sexy Problem with Superheroines and Their ‘Liberated Sexuality’ at Comics Alliance.
Melissa McEwan discusses The Terrible Bargain We Have Regretfully Struck for Shakesville.

Politics
The Elizabeth Warren Quote every American needs to see.
Bill CLinton says GOP Climate Change denial affects America’s image abroad
Kung Fu Monkey talks about why he misses Republicans

Technology
This is a really cool project based here in Seattle, Health Month. It’s making a game out of achieving your goals, getting so many points for each one met. It connects with the Fitbit, which I have and love, which also uses geeky addiction to numbers as motivation to get fit.
A tool that I’m still exploring, ifttt. Basically use if/then statements to create actions triggered by web events that come from channels such as Twitter, Facebook, Instragram, e-mail, the weather, etc.
Mark Zuckerberg appeared at the Facebook developers conference to discuss Timeline, which supplies a new appearance for Facebook.
Samuel L. Ipsum is a lively alternative to the traditional filler text, Lorem Ipsum.

Writing
Are you a spec-fic editor that needs slush readers? Drop me info in the comments so I can add you to the list I’m compiling here on Google+.
Kurt Vonnegut’s advice for short story writers

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"(On the writing F&SF workshop) Wanted to crow and say thanks: the first story I wrote after taking your class was my very first sale. Coincidence? nah….thanks so much."

~K. Richardson

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On The Treatment of Coders

Dog in a ladybug costume
Coders can seem like odd creatures sometimes. Under that ladybug costume, though, they're as human as you or I.
This article originally appeared in the now-defunct online magazine Imaginary Realities. It talks about MUD administration, and draws on my experience working with Armageddon MUD, the world of Zalanthas. For those who don’t know what a MUD is, it’s a text-based roleplaying game. Here’s the wikipedia article on MUDs.

One of the sad truths of the mud world is that there are never enough coders. Builders aplenty, brimming with fresh idealism and plans for entire zones, appear (and sometimes disappear) at the drop of a hat. But coders are the unicorns of the mudding world, seldom glimpsed and ardently pursued. We are lucky enough to have three dedicated coders on Armageddon MUD: Morgenes, Tenebrius and Tiernan, as well as a few other staff members willing and able to wade through the bugs file and tinker with things upon occasion. How, then, does an administrator keep these rare beasts happy? The following four steps may help.

1) Communicate: When asking for new code, try to let the coders know exactly what is desired. For example, instead of ‘Let’s make archery more complicated,” a staff member might propose “Let’s put a range on archery, so the farther away the target is, the harder it is to shoot it.” A full description of the the idea, perhaps including examples, such as fake logs showing what the idea will look like when being used, helps make sure the originator of the idea and the coder are on the same track as far as things like syntax and usage are concerned.

The same holds true for bugs. Describing how it’s supposed to work as well to how it’s working right now helps clarify ideas. Coders want to know if the bug is REALLY a bug, or something being reported because it doesn’t work as the reporter feels it should.

With bugs, give the coders as much information as possible, including how to reproduce the bug. Examples by way of logs are great, and if they include some form of error message (or message that they’re getting that shows it’s an error), it often allows the coder to track down what section of the code needs to be worked on.

Make sure people aren’t bumping into each other. On Armageddon, we’ve got a coder’s board, where people post changes as they make them. This alerts fellow team members to what they’re doing and is also helpful if unexpected bugs crop up, enabling people to track exactly what got changed and when. Two people should not be working on the same idea at once unless they know it, and can divvy up the work accordingly.

2) Have a purpose: Will it get used? Is it something players are asking for? This one is a matter of ego, but we’re all human and we all do have egos. Seeing their work getting used, regularly and as envisioned, is a reward beyond any thanks or congratulations other staff members can give a coder. Track player requests, through entries in the bugs/ideas/typos files as well as emails to the account and posts on the general discussion board in order to convince a coder that the players want, and will use, something.

Generally, with new ideas figure out how they are moving towards some goal. A piece of code like a new skill is going to sound more interesting if it fits into some overall purpose, such as a master plan of non-combat related skills for the economy than it would if it is just a random idea. You are also going to end up getting more out of the idea if it is part of a greater whole.

Make it innovative. Some coders like to be trail breakers, to feel that they’re not just playing catch-up with another mud, but are creating ideas and concepts new to the mud community. Some ideas get requested to ‘balance’ things out between groups: guilds, or races, or mount speed. When a coder starts to feel like the code they’re doing that day only works to nullify a change made last week, then they’re going to start wondering what they will be asked to implement tomorrow.

3) Share the work: Do as much of the grunt work as you can for the coders, including helping thoroughly test, providing help files and documentation, and fleshing things out. In testing, give coders information about what is not working and how to recreate the result. Be precise about what needs to be changed: not ‘the plague of locusts spell needs to do more damage’, but ‘it needs to do about twice the damage it is now.’ When something requires a new help file or modification of an existing help file, do not expect the coder to do it, but supply it yourself. If it is something that requires building, provide the items. Teamwork of this kind, when it is working well, is terrific, and will often produce amazingly cool results.

4) Appreciate: Good coders can never be praised sufficiently. We try to make sure that players know who is responsible for new and interesting changes, by posting information about them in the news as well as in our weekly update, which is a mailing our players can subscribe to, which provides information about changes, staff and world news, upcoming recommended playing times, etc. When players write in with compliments or feedback on a code change, make sure that the note gets passed along to the person , as well as that the coder knows how cool or slick you think the ideas they have implemented are as well.

There is a tendency sometimes to regard coders as resources that spit out code at request. But the fact of the matter is that treating coders in that way will frustrate both sides, leading coders to become discouraged and unmotivated to implement new ideas and builders to feel that their coding needs are not being met. These four points may help avoid such frustration.

This article originally appeared in the April 2001 issue of Imaginary Realities.
© 2002 Cat Rambo. All rights reserved.

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Teaser: Final Excerpt from The Crow's Murder

Abstract Image for IllustrationI finished a first draft of a new story, tentatively entitled The Crow’s Murder, today. It clocked in at 8300 words, which is technically a novelette, but I’ll probably trim enough to bring it down to official short story length, 7,500. I’m pleased with it, but there’s an angle that may let to WTFery on my writing group’s part when I run it past them. One thing I’ve done over the course of the past few days is track the progress of the story by taking pictures of early notes and saving snapshots of it from day to day. I’ll be using that in the Writing Fantasy and Science Fiction class and then looking at the story again when we get to the section on rewriting and revising.

So here it is. I hope it tantalizes you to read the rest!

I wheel the Colonel out into the day. He can walk, but prefers the dignity and slowness of the chair, in spite of its awkwardness, to having to struggle for every step. Dr. Larch will not let him have his artificial leg except when there are visitors. Otherwise it stays in the cabinet in the supplies room, along with all the rest, locked up so the patients can’t break or wear them down.

It’s just as well. Two days ago, when he surrendered it to me after a visit from his niece, the Col. said, “I knew every man of the three who owned this before me.” He slapped the brass surface. “And some fella will get it after me. Maybe someone I know, maybe someone I don’t. Do you think that ghosts linger around the objects they leave behind, the ones that accompanied them day by day? Because if so, I wouldn’t be surprised if there weren’t three ghosts riding this one.”

I didn’t answer and he didn’t expect me to. He knows my vocal cords were seared away in the same war that’s stole his leg, the same war that’s furnished most of the inhabitants of this asylum. Broken soldiers, minds and bodies ground-up by its terrible machines.

It used to be an injury was enough to get you out. Now if they can, they turn you into a clank, half human, half machine, and send you back to the lines. Nowadays we receive only the men who cannot be repaired, and here they sit or lie in their beds, waiting to die a slower death than the war would have given them, waited on by orderlies like me, other broken men who can function enough to pretend to work.

If you want to read the rest of the story, you can get it, along with at least six other stories, at the end of July by signing up to sponsor me in the Clarion West Write-a-thon. Even a small donation entitles you to the stories, so please do sign up!

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