I literally keep EVERYTHING in my Everything Notebook.
This page captures all the blog posts associated with how I came up with the idea of the Everything Notebook, how I use it, and what are some key ideas to keep it going.
Synchronizing Google Calendar and the Everything Notebook with the Whiteboard Weekly Planner
I am quite analog in everything I do, but in order to be able to remember exactly where I am supposed to be at a certain point in time, I always cross-link my weekly To-Do lists (which are listed in the Everything Notebook) with my Google Calendar, and with my Whiteboard Weekly Planner. This post explains how everything synchronizes.
What brand(s) of everything notebooks do you like? I am trying to find something like the one shown in a couple of your pictures, which look like it is basic black with white, lined pages that have margins. Also looks like there is a cloth bookmark attached. Thank you!
OK, so the ruliad is everything. And we as observers are necessarily part of it. In the ruliad as a whole, everything computationally possible can happen. But observers like us can just sample specific slices of the ruliad.
However, if we break life down to a series of smaller moments, then we can catch a glimpse of what crossing that finish line feels like. Every part of life is finite, and whether we realize it or not, that line will be crossed for everything we do.
While work is one example of this phenomenon, I think the most poignant of all the micro-moments are the ones we share with family. There are so many unique dynamics that arise from being intimately connected to people that we had no say in choosing, which leads to a range of polarizing emotions (from eternal gratitude to mind-numbing frustration). This is why an extended time with family can look a little something like this:
"Everything is going to be OK" is a desktop labyrinth of vignettes, poetry, strange fever dream games, and broken digital spaces. It is a collection of life experiences that are largely a commentary on struggle, survival, and coping with the aftermath of surviving bad things.
On the surface it comes off as dark comedy, and humor is a prevalent theme, but as you interact the themes start to unravel and facilitate, what I hope to be, a deeper discussion about these topics.
I call it an interactive zine because it's broken, painful, beautifully terrible, and profound on a very personal level. Nothing about this is fiction, although the themes are abstract enough so that anyone can approach it and find it relatable.
It is a very personal "game", and I view it as something other than a game. Through-ought development I had been struggling with the "game" label, and toxicity that calling something like this "game" brings in, which I documented extensively here (or on my blog). There is also a good interview here about these issues... As a result, I feel like calling work like this a game might do it more harm than good.
"Everything is going to be OK" is something to experience without game expectations. Its spaces, pages, and environments, are built to be explored.
It most certainly doesn't exist for the sole purpose of entertainment, and if you are looking for something small, lighthearted and fun, this might not be it. It is a very different type of experience.
"Everything is going to be OK" has appeared in a number of festivals, and publications... such as Indiegames.com, PC Gamer, Wired, Mashable... and winning IndieCade's Interaction Award, and AMAZE's Digital Moments... For more or less current information on that stuff visit the website here.
(Special thanks to Mixtvision for all their help)
I haven't play so I can't be sure- but i guess it detects it like a virus because the "game" maybe gets into your computer files? A little like that one digital horror, axolotl game that was popular a while back?
i really just want to say thank you to the creator for the comfort this game has given me for the past 4 years :) i always play it when i get down, it feels like someones there with me even when im alone. i hope in the future we can all continue to heal,
WOAH. im only like 12 but a lot of this is so creepily relatable. idontthinkthisissupposedtobenormal. But i tell myself every day. "My struggles are what evreyone deals with" And it doesnt really do anything. The amount of stuff i think is wrong with me is crazy, but i dont say anything bc i know pepole dont want to hear it. so i act like a normal person. No one suspects anything, and it really is rotting me on the inside. I hope its not just me. ( oof ive never said anything this deep before asdfghjkl sorry)
Hello! I just wanted to pop in and say this game has been my favorite game for about 5 years now. I played it when it first came out and it was the only thing that comforted me when I was struggling with schizoaffective and other disorders. I just saw you added my game to a collection and I've been over the moon that my favorite creator, one that got me through extremely trauma ridden times, saw my game and liked it. I chose to comment here as this is where it all started. I just wanted to say thank you for getting me through some of the hardest times in my life with this art piece. I cannot believe that my all time favorite creator found my game. You inspired me so heavily when I was learning to make games. So once again, thank you. Thank you for everything.
So, I first played this game like years ago, I can't give and exact date but I was definitely quite young, like 12 or 13 or something (I'm 17, almost 18 now). and as I leave my childhood, I look back and I cannot tell you how much this game changed my life. I'm not going to dump my personal life but I had been dealing with traumatic things for years, and I never had that kind of movie-like sadness and melancholy, rather jumbled loud thoughts and feelings I could only describe through abstract ideas I couldn't say out loud. and wow this game hit the nail on the god damn head. I had felt so much, different, it felt like exploring my own head and really saved little child me. This game has influenced my own art butt-tons as well. What I'm getting at, is that this game is so fucking amazing and beautiful and a perfect depiction of a feeling I could never ever describe on my own. I really think if I hadn't have found this game I probably would've still looked in my mentally ill brain and thought I was just an otherworldy unfixable weirdo, and this game is so beautiful and I hope you keep pursuing art like this forever.
Thank you so much for visiting! My name is Jamie Milne,
and at Everything Delish, you will find a little bit of everything. I am a teacher-turned-recipe developer who has combined my passion and expertise in education, cooking and food to help bring delicious, simple and quick recipes to your tables.
Absence was the primary source of my confusion. Three years ago, I stopped making websites for clients to focus on Abstract, a software company I co-founded. My work there finished at the beginning of last year, and after a little time off, I decided to reopen the design studio I was running beforehand.
I was saved by Flexbox after five years of guess work. It is my baby. I was trained as a print designer, and with flexbox, I can type 3 or 4 lines of CSS, and have two blocks of text line up at the baseline. Hallelujah. I only needed to wait a decade to get this.
Methods that were once taboo are back on the table. For instance, last week I was reading a post about the benefits of not using stylesheets and instead having inline styles for everything. The post made a few compelling points, but this approach would have been crazy talk a few years ago.
That spirit of willingness was in me when I was investigating everything that had changed in the last 3 years. I started with the best of intentions, but the more I learned, the grumpier I got. It seemed that most of the new methods involved setting up elaborate systems to automate parts of the work. This is fine for particularly complicated and large projects, but setting up the system and maintaining it seemed to be more effort for an experienced person on a small project than doing the work without it.
Directness is best in my experience, so a great photo, memorable illustration, or pitch-perfect sentence does most of the work. Beyond that, fancy implementation has never moved the needle much for my clients.
It seems there are fewer and fewer notable websites built with this approach each year. So, I thought it would be useful to remind everyone that the easiest and cheapest strategy for dealing with complexity is not to invent something to manage it, but to avoid the complexity altogether with a more clever plan.
Webfonts? I thought we could jot down a few lines with @font-face, but A Book Apart just published a 90 page e-book on how to load those fonts. This is totally surprising to me: I thought implementing webfonts was a relatively easy procedure, but I guess not!
Even images are now complicated. Vector images get served as SVGs, but digging deep into this can make you go cross-eyed, because an SVG is essentially another web page to embed in your webpage. And with raster, the need to send along the best-sized image for the right device is complicated enough that paid services have come along to manage this for you. Serving an image is now as complicated as serving a video.
This situation is annoying to me, because my thoughts turn to that young designer I mentioned at the start of my talk. How many opportunities did I have to reproduce what I saw by having legible examples in front of me? And how detrimental is it to have that kind of information obfuscated for her? Before, the websites could explain themselves; now, someone needs to walk you through it.
I wonder what young designers think of this situation and how they are educating themselves in a complicated field. How do they learn if the code is illegible? Does it seem like more experienced people are pulling up the ladder of opportunity by doing this? Twenty years ago, I decided to make my own website, because I saw an example of HTML and I could read it. Many of my design peers are the same. We possess skills to make websites, but we stopped there. We stuck with markup and never progressed into full-on programming, because we were only willing to go as far as things were legible.
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