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Watched this documentary called Indie Game yesterday on Roku. I've actually noticed it on the archives for a while, but Mom suggested I give it a watch after I had a breakdown following the total price Jake estimated that someone he knew would charge for some spritesheets alone.

Not that I actually thought anything would be cheap, but there is the fact that Dad didn't immediately have much for me to do besides vacuuming the basement when I first asked him about stuff I could do for money. I've only made two bank deposits recently, raising my personal budget to so far just $388.

This is why I desperately need a job, before I commission for anything at all. Doesn't help that the agencies that were supposed to have expertise in finding work, and were supposed to be acquainted with people who were willing to hire autistic folks, hardly actually did anything meaningful for three years after I finished college until Mom and I both decided to sever ties with VESID after that whole deal with Community Enterprises.

So far, Mom and I have been meaning to go over this book together covering job-seeking advice for autistic people. However, she did notice a link to the Occupational Outlook Handbook website, and advised me to have a look at that, but I'm gonna need her help on where to start looking and what to rule out on that site.

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Yeah, about that movie... As you'd expect, the folks behind Fez, Braid, and Super Meatboy among other games were just a few individuals who got together and decided to live out their dreams while also having their games published for Xbox Live Arcade. One of the first things even said in the film was that part of it is about not trying to be professional or trying to cater to the masses. And yet, even though Fez got fucked up due to some last-minute changes to its coding, the other two sold extremely well despite being simple platforming games.

Of course, none of those games have any deep story to them, which is the #1 thing I've been seeking for Starbound (more so than even the game itself, with only the original flavor of the Earthbound trilogy taking equal priority). Seeking more collaborators for Starbound's story was the whole point behind starting my pursuit of a game demonstration in the first place, which would then be placed on YouTube to attract fans of both Lucky Star and the Earthbound trilogy, where in turn I would open up storyboarding as just one of the different aspects of the game available for anyone interested.

Sent an email to the Mother 4 development team last night, asking for tips on how to get my own project off the ground. Whether they actually get back to me or not is up in the air. According to Jake, though, they probably needed to hire a studio rather than individuals in order to get storyboarders among others for the project, but that can't be right since they don't actually own the rights to the Earthbound property and will be distributing the game online for free when it's done.

Here are all the staff, btw.

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In any case, I'm already tired of thinking about either version of Starbound at this point. Right now, I'm just gonna have a break from the whole thing, like I did between the fanfic's second and third chapters, and find other stuff to focus on. Namely, back to JavaScript, since Brian will be coming back home in just a couple of weeks.

I will still be in charge of creating prototype maps for at least the overworld, since those need to be at least somewhat consistent with their real-world counterparts. When I get back to that, I'm probably gonna be using screenshots of Google Maps to utilize in Gimp, and create a layer over those on which to decide what to reproduce, where, and how.

Date: 2019-07-17 11:35 am (UTC)
From: (Anonymous)
My point was that you're probably gonna have to get at least the demo on its foot on your own. I've read you talk a lot about how to get a team, and heard very little about plans for the gameplay itself.

Yes, I will make a point of exploring how the game would work.

I meant, what will it be? A combat scene, an exploration scene?

More specifically, you said not to wait until I have a perfect outline, with each arc in place and all plotholes fixed, before finally getting started.

I said that about your fanfiction, because you were not and still are not making much progress, so I advised you work on the stuff you already know so at least something gets done. I said this several times, and the context was always "How to write a novel".

Then we had a conversation about games and publishing. Right above, I'm advising you to just stop fretting about a team and work on what's already available. For a game, you're going to need more people for the stuff like bg and so on. Letting them help with the story is also optional. This doesn't take away from the advice that you should work on what you already know.

Again, where is the paradox?

That seemed to imply that, putting everything else aside, all blanks in the plot would be filled in along the way via group discussion before each of those parts of the story are actually written.

Fanfiction writing is not the same as game creation. I meant that you shouldn't wait with actually writing anything till you have it all sorted out. How do you take that to mean "you should wait with actually writing anything until you have a team"? That's the opposite of it.

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