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Heya Mara ;) 

Thank you so much for this! The chat we had really helped pick me up from a very low place and has helped me to re-channel my efforts. Knowing where to start looking for the things I feel weakest on is a huge help, especially communities wise (was scary enough just opening up about things on lumiradio).

My current plan is to take of the perceived burdens I've been loading onto myself, and get back to basics. As you said, creating an expected project timeline (though, milestone-line in this case) is one of the first items on my agenda. Once I know that I'm even going to go back and reassess what development environment to work in (GoDot, Unity, or Unreal) as I'll be able to determine the best environment based on example workflows for each bit, and the consistency & ease with which I can follow them.

Am also going to give picrew a proper looksie for the same reasons you mentioned. I've kind of got a crude method of making graphics for games, but they're just that. Crude. Having a "crude" model and a pretty-but-wrong model of the same thing may be quite helpful ^_^.

I had never heard of an AZERTY keyboard before! DVORAK was the limit of my understanding of different to QWERTY keyboards lol. Rest assured though, I have added Q and Z to be left and up appropriately (though, you don't actually need up or down... but figured that saying Arrows or AD would be more confusing than Arrows or WASD). Just as a quick warning, I was partially inspired by Bennet Foddy's "Getting Over It" when making the game lol.

Thank you so much again for the info!

Hello again!

This reply makes me happy in ways you wouldn't believe, and I really hope you'll be able to keep on keeping on. :)

I feel you, asking for help is really difficult. I've been terrible with that in the past, and still am now, so I completely understand your position. But the fact that you were willing to open up about your project on lumiradio already shows how motivated you are. I feel like identifying and working around your shortcomings is a good compromise -- you can work on your project, feel like you're making progress on a regular basis, all the while getting a clearer picture of what additional skills you'd need so that it's easier for you and other parties if/when you need outside help. And again, I'm not qualified, but the steps you've listed seem to make perfect sense to me (I've done roughly  the same to select the narrative game development software I felt the more comfortable working in at present). What the engine allows you would be even more of a determining factor in your case, I presume, so that's really important.

Yay for Picrew! I'm a staunch believer in playing around with your characters in order to get a firmer grasp on them and remain interested in their stories -- but the type of games I'm trying to make might also skew my perspective. There's also a danger in thinking up a thousand what ifs and neglecting the setting you're supposed to be working on, but used as you said (as a visual aid) it is definitely serviceable.

(AZERTY keyboards are used in certain European countries :) It's normal for games to be developed with QWERTY layouts in mind, in any case. Duly noted re: difficulty, I'll remember to take deep breaths and calming walks :D)

May I follow you on here? There are times where I'm not often online for months on end, so it might not be timely, but I'd be happy to get notified about your future games (even if they're not THE project)! As for THE project: fight on!

Of course! I may not pop on here too regularly myself, but maybe that'll change once I really get into the swing of things =p

If memory serves, I think Toby Fox mentioned about making the music for somewhere before designing it. Different medium, but same premise. (So *THATS* what the fox says... ba dum tss).