25 October 2012

Work It, Work It!

Ah, progress! My code works and (right now, I'm just at the stage of getting the game to read in player stats) the artwork for the main menu, selection screen and single stage are well underway, to be completed by this Friday, as scheduled. It's incredible that I've gotten this far, and it will be even more incredible as the days go on and more is done. As positive as the project has been, however, working on it has made me realize the bad habits I need to tame about myself before moving forward. I won't bore you with all of them, just three.

Bad habit #1: getting kicked in the nuts.

One thing pretty obvious to most - hopefully yourself included - is that I tend to be eager to please, occasionally at the cost of my own ethics. For instance, as an artist, I get many requests, (almost) all of which I accept. This wouldn't be an issue except that some of those requests are more...shall we say, "perverted" in nature? I'm not going to name names (artist-client privilege, if there is such a thing), but I've been asked to create anything from a childhood-corrupting three-panel interaction between two video game characters to...well, let's just say tentacles are involved (these two examples serve as the reasons for the "almost"). Now, in the past I've said "to hell with my personal ethics" and gone for broke (save for the two examples), all the while feeling that my being had been corrupted. Maybe the language is a tad extreme, but ultimately it's true. I forget when it happened, but this week I decided to take stock on some things and came to the conclusion that I want to be proud of ALL the shit that I do. So, I've made a decision on this one. From now on, I'm going to be approximately 100% more selective about requests that I take and, if I don't like the subject matter, you're on the next train to Blankpageville.

On the plus side, I hear the taxes down there are paper-thin.

Also, I'll point and laugh at you. Anyhow, something else in the way of improvement that's somewhat naturally formed because of working (on this project and otherwise) is a routine, but this has been a problem for years. I'm the type that sleeps late and (somehow) wakes early. In case you haven't already done the math: (late sleep) + (early wake) = not too many hours of sleep. This makes me inefficient, grouchy and possibly more prone to ball kicks. "But Lushima," you say, "isn't that the undergrad way? Plenty of people pull all-nigher-" Stop right there, you fool! The fact that people practice it neither makes it okay, nor does that neutralize the health effects and risks. I've noticed the difference: I feel more energetic and motivated, I'm much more aware of the things around me and, most importantly, I don't walk around like a zombie looking for its next meal.

It's even worse when I've just eaten ketchup and didn't clean up my face.

One more thing! (but for the survival of your eyes, you'd be reading a billion more things) - whenever I work on a major project like this, I tend to develop tunnel-vision. True, it happens to most people when working on a project of major personal significance, but I'm talking SERIOUS tunnel vision. Don't believe me? Last week, there was a weekend when I never left my desk. Meaning I neglect to get out, hang out and actually talk to people, instead sitting in front of my computer and twitching every time I accidentally forget to set the condition in a loop, occasionally chatting up someone on Facebook and saying to myself inside, "see? I can be more social!" All the while, life goes on. Granted I'm not a very...sociable person, and though this is an undertaking will require my full attention, I need to kick myself in the butt and stop being such a hermit! Most importantly, for goodness sake, I miss talking to my siblings and nephew need to do it more often!!!

Like I said, there are about 1,000,000,000 other things this project has made me thing about myself, but most of it is logistics with which I need not bore you - or me, by writing about it. Besides, you'll get a chance to read ALL about my endeavors in the source code and game demo summary, and what fun THAT'S gonna be.

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