- I will read geological surveys and find fossils.
- I will teach myself Physics and see what happens.
BitGrid[2] is a green field approach, and I need an accountability buddy to keep me focused. Replacing everything is hard.
leisure/schole != lack of projects
(my project, like mikewarot's, is to greenfield Informatics as if we hadn't incurred the path-dependent legacy of [pragmatically driven by miniscule machines of the time] decisions made in the 1960s; unlike his I'm making a totally different likely-wrong set of other decisions :-)
EDIT: hnthrowaway0328, finding fossils (in the right strata) is nearly trivial. Challenge: find some Ediacaran fauna!
Challenge 2: if you haven't already, work through the Feynman Lectures: https://www.feynmanlectures.caltech.edu
(I dont need those contracts, i just desire them. Which gov is interested in fossils? The right gov)
(that'd be ~8 startups/doctorate programs, so the goods are odd even if the odds are not good)
* to get SAK's long jumps in fitness space
Also I might finally have the time to get back into making music and learning art that I could eventually make games with good enough art/music of my own that can actually attract people's attention, instead of just sometimes being serviceable enough that it doesn't look like a tiny step above programmer art (and the music isn't just kinda boring)... I've released games with both before, and I will again, but it'd be nice to have the time to actually make them kind of decent without resorting to a minimalist art style (flat textures and basic shapes and typography).
Besides that, I would love to have the time to start learning something a bit more academic, maybe climate or environmental science. Maybe I can figure contribute there in some tiny way.
A pitfall with teaming up with an artist is there's no guarantee they're going to stay motivated to work on the project (it can happen for me too, I take long breaks sometimes, why I haven't really tried to team up with anyone lately even though I have years ago). I've had a couple games I've had to scrap because the artist lost interest or had things going on in their personal lives.
There's also paying for art, but that's a bit of a risk, especially with a lot of people either reselling the same art assets with slight tweaks to a bunch of people, using generative A.I., or just selling you art assets they took from elsewhere. So you need to do your due diligence and verify the work of an artist and their skills before you employ them. I have a couple friends that I know that I'm planning to hire to fill in some gaps of my art when I nail down the rest of two of the games I'm working on.
You can do a minimalist art style too, but that doesn't always grab people's atention, so it's a risk. You can make things look more interesting with a lot of movement and animation 'juice' though, instead of making everything static. Two of the games I'm working on use a pretty minimalist art style. One is a modern refresh of a game I released 20 years ago that got millions of plays as a Flash game that I released with (frankly not great) art, so it's possible to make games people will enjoy without amazing art.
But you're really not wrong at all that artists seem to have better luck learning just enough code to use a modern game engine like RenPy or something than vice-versa nowadays, and seem to enjoy a lot more success. Or they can just make beautiful board games, which don't require coding at all and gamers are even more drawn to great art than they are in video games, imo.
Case study here of phoneboothknifefight elevated to a streetside assassination attempt? Positively Getting holyroman here…
You may be familiar with the following characters :)
https://news.ycombinator.com/item?id=42135916
CH should be optimally hilly for the Odding in the next 3 decades :)
(More frank/brian herbert refs TK)