Oops! Forgot about publishing this. Well, plenty has changed over the past 13 weeks and 92 publications. I originally made these “Betzom check-ins” primarily to comment on how I’ve evolved as a writer, with a slight convenience being something easy to write about. These past 92 days have seen my biggest launching in success yet, and I’m only poised to go succeed more from here… so much so that I didn’t even need the crutch of this essay.
It’s easy to procrastinate without a structure. If there is too much ambiguity over what needs to happen next, then we pick the path of least resistance to pleasure. I have four tasks I still need to do this morning, but because it wasn’t clear how to proceed with any of them, I noticed I was about to set off several procrastinative traps. With a structure like this, it’s easier working on projects than procrastinating.
I’ve always been frustrated when games like EarthBound have limited inventories. I want to carry more than 99 widgets! Through this process of downsizing my possessions, so that when I move I can perhaps consider a studio apartment in the city, I’ve realized the elegance of this mechanic. It forces you to be strategic! Use items when you need them and discard junk. They are micro-simulators for reducing the physical and mental clutter in our lives.
I need to fix the lighting in my lightbox. Within my mental checklist(s), however, this task has such a low priority that even if all the lights fall over the next few months there will be no significant impact to myself or my projects. I’ve put time sinks like photography for “The Story” on-hold for higher priority tasks, including writing daily, Seattle Indies writing, and Keyboard Kommander development, with my highest-priority task being moving “Zeal.”
“By the way, in the interest of time, I am using terse language in my comments, which may come across as patronizing. Totally not my intent.” For two years now, I’ve silently written over 300,000 words, developing the writing/editing skills to properly write “The Story.” In the past month, I’ve hit upon my first major round of success in writing for an audience outside of myself, so thought I’d tie that into John and Trishna’s stories.
Spoilers?: Minor (characters fielding criticisms)
WANNA READ THE PERSPECTIVE OF A BUDDING WRITER ABOUT HOW CHARACTERS MIGHT OR MIGHT NOT HANDLE CRITICISM? CLICK HERE TO KEEP ON READING!
The cabin of the mid-sized furniture moving truck was nearly uncomfortably chilly on that sweltering Evillian afternoon. The slow traffic moved at a reasonable pace. The passenger, Jane, had her black jeans crossed so she could prop up a technical book about computers, while the driver, Jakov, kept one eye on the road while maintaining eye contact with the other eye.
“That reminds me of this awesome idea I have for the videogame.”
Hello once again from the PAX Seattle Indies Expo 2018! When we six – led by game creator/lead programmer William, programmers Chris and Steven, marketer/writer Mike, sound/composer Dennis, and myself – weren’t talking to all you great folks out there from noon to 9 PM, we were out on the floors checking out some of the other cool new games from our peers! Click below to read about some hotly-anticipated new games and my first-time experiencing in booth management!
“The Story” is a thorough commentary on reality. The series of fiction tales will explore the grime and glitter of our reality – what happens, what should happen, and what should not happen – from multiple perspectives, starting with Sammohini and Jane and concluding with our main characters John [left] and Trishna [right]. John and Trishna start college and join their college’s Accessibility Rights Club, participating most in the ARC’s Artistic Development Events. Here’s what they’ll find:
Hello from the Seattle Indies Expo 2018! If you weren’t there, we showcased Keyboard Kommander, “a fast-paced action-packed typing game in which the player must fight off a horde of post-apocalyptic Zombies and Mutants in order to defend his or her fort.” There’s a visceral physicality that I enjoy, and props to game creator and lead programmer William for constantly implementing improvements, including plans for a Story Mode. Here’s my strategy for making that plan possible.