{
"type": "entry",
"author": {
"name": "Cathie",
"url": "https://cathieleblanc.com/",
"photo": null
},
"url": "https://cathieleblanc.com/2024/09/17/creating-assets-with-nandeck/",
"published": "2024-09-17T20:54:41-04:00",
"content": {
"html": "<p>It has been a while since I wrote a blog post. I\u2019m on sabbatical this academic year and I am working on a game for my sabbatical project. I\u2019ve been posting some updates about my progress to my social media accounts but this is the first post that I have felt compelled to write documenting my learning and my progress.</p>\n<p>I\u2019m creating a <a href=\"https://en.wikipedia.org/wiki/Deck-building_game\">deck-building</a>, astrophotography-themed game for my sabbatical project. Although I have created many video games in the past, I have never published one on <a href=\"https://store.steampowered.com/\">Steam</a> and I have never created all of the components (called <em>assets</em>) myself. So I\u2019ve been learning to use a bunch of new tools for asset creation as I\u2019ve been developing the game\u2019s main mechanic. Today, I spent some time learning to use <em><a href=\"https://www.nandeck.com/\">nanDECK</a></em>, which is a tool for building custom decks of cards.</p>\n<p>Before I explain why I am using<em> nanDECK</em> and how it works, it might be useful to explain what a deck-building game is. In a typical deck-building game, players are given an initial set of low value cards. As the game progresses, players play the cards from their deck to achieve various results. Players are also given opportunities to add cards, usually of higher value, to their decks. Each player\u2019s deck typically becomes more valuable in unique ways. Often, when I describe deck-building to someone, they will ask me if <em><a href=\"https://en.wikipedia.org/wiki/Magic:_The_Gathering\">Magic: the Gathering</a></em> or <a href=\"https://en.wikipedia.org/wiki/Pok%C3%A9mon_Trading_Card_Game\"><em>Pokemon</em></a> is a deck-building game. These are collectible card games (CCGs), a genre that differs from deck-building games. CCGs require players to purchase their decks outside of the game itself and each player comes into any given instance of the game with a deck that is already different from those of the other players. In a deck-building game, the cards are part of the game and, typically, everyone starts with the same set of initial cards, building their deck through the gameplay of this particular instance of the game. My favorite physical deck-building game is currently <a href=\"https://boardgamegeek.com/boardgame/365717/clank-catacombs\"><em>Clank!: Catacombs</em></a> with the original <a href=\"https://shop.direwolfdigital.com/products/clank-a-deck-building-adventure\"><em>Clank!</em></a> close behind. But the game that got me thinking about a deck-building video game is <a href=\"https://www.nintendo.com/us/store/products/slay-the-spire-switch/?srsltid=AfmBOoqpYiq_5Otq_98hiO2PqghW3h5yEgW8HUYbpzf1TmNnAaBpT5zW\"><em>Slay the Spire</em></a>, which was released as an early access game in 2017 with regular updates until its official release in 2019. By March 2020, it had sold 1.5 million copies. As of May of this year, the game has sold 3 million copies just on <em>Steam</em> but it\u2019s available on most platforms, including mobile, so its sales are much, much higher than that. I play on the <em>Nintendo Switch</em>. I have played other deck-building video games and none has captured my attention like <em>Slay the Spire</em>. So it inspired me to try to create my own deck-building game.</p>\n<p>One of the major challenges of creating a deck-building game is to create an interesting set of cards that allow a player to build decks focused on a variety of gameplay strategies. Creating a consistent look and feel for the cards is essential so that all of these pieces feel like a coherent set of components for the game. Let\u2019s look at some of the cards in <em>Clank!</em> as examples.</p>\n<p>Here is a single card that a player might be able to add to their deck during the game:</p>\n<p><img src=\"https://i0.wp.com/cathieleblanc.com/wp-content/uploads/clanksingle.jpg?resize=300%2C300&ssl=1\" alt=\"Labeled card from Clank!\" /></p>\n<p>Each of the cards has the same set of areas with only the values in those areas being different. The lower right corner (labeled A) has a number indicating the number of blue points required to purchase the card. This card will cost the player 4 blue points. The upper left corner (labeled B) contains information about the benefits the card gives the player when they play it. This card gives the player 1 blue point and 1 sword. The upper right corner (labeled C) is either blank or has a number in green indicating the number of points the player will receive at the end of the game if they own this card. This card will give the player 2 points at the end of the game. At the top of the card in the area labeled D is the name of the card. This card is called Elven Dagger. The area labeled E contains an image representing the card. This card is represented by an image of a dagger. And the area labeled F contains some sort of instructions or descriptions that come into play at various times. When a player plays this card, they are allowed to draw an additional card from their deck.</p>\n<p><em>Clank!</em> has many, many cards. Here are some additional examples.</p>\n\n<p><img src=\"https://i0.wp.com/cathieleblanc.com/wp-content/uploads/clankadv.jpg?resize=300%2C300&ssl=1\" alt=\"\" /></p>\n<p>As the designers of <em>Clank!</em> were working on the game, they probably hadn\u2019t decided exactly where each piece of information was going to be displayed on the card. They might not have even decided exactly what information was going to go on each card. And when they created their first draft of these cards, I can guarantee they hadn\u2019t decided the exact values that were going to go into each area of each card. For example, they might originally have given the Elven Dagger a cost of 6 blue points and maybe the original number of green points at the end of the game was 5. Through play-testing, they would tweak these values to see how gameplay was affected, trying to balance the game through each successive iteration. Having to recreate the entire card by hand each time a change was made would be extremely time-consuming. There must be a better way!</p>\n<p>That\u2019s where a tool like <em>nanDECK</em> comes in. With <em>nanDECK</em>, the designer can create a template for the physical layout of the cards, specifying where each value should appear. They then can create a spreadsheet of the various values and merge that spreadsheet with the layout template that they had created. I started this process today. My cards are still quite ugly but I was focused on functionality rather than prettiness as I learned to use the tool.</p>\n<p>First, I created a spreadsheet with the values of the cards I wanted to create:</p>\n<p><img src=\"https://i0.wp.com/cathieleblanc.com/wp-content/uploads/spreadsheet.png?resize=664%2C597&ssl=1\" alt=\"\" /></p>\n<p>The top row of the spreadsheet is the name of each value I want to use in my cards. Each card will have a Name, a Type, a Cost, a Time to Capture, and an image. Each additional row is a separate card. So using this spreadsheet I could create 15 different cards. The first card will be a Phone Camera card that costs 100, has a Time to Capture value of 100, and whose image is stored in a file called smartphone.png. I really like that it will be easy to modify the various values, including the images (by just changing the image file) as I work on balancing the game. I can also easily add more columns to the spreadsheet if I need additional values.</p>\n<p>Here\u2019s the <em>nanDECK</em> interface (which looks more complicated than it actually is):</p>\n<p><img src=\"https://i0.wp.com/cathieleblanc.com/wp-content/uploads/naninterface.png?resize=1358%2C594&ssl=1\" alt=\"\" /></p>\n\n<p>The right side of the interface is a visual preview of the 4th card in my list. The left side contains a set of actions to do things like Build the cards and Print the cards. The middle window is the actual code that specifies the layout template and merges it with the spreadsheet I created. Luckily, I didn\u2019t need to write all of this code by hand. There is a visual editor that allows you to easily create the card layout. It looks like this:</p>\n<p><img src=\"https://i0.wp.com/cathieleblanc.com/wp-content/uploads/visedit.png?resize=787%2C595&ssl=1\" alt=\"\" /></p>\n<p>The left side is a set of objects that you can add to the layout. The middle is a preview layout of one of the cards that you\u2019re building. The right side is the set of commands that build the actual cards in a particular order.</p>\n<p>Finally, you can save individual image files for each card you have created or you can put them all together into a single document that you can print and cut out (if you were making a board game or need strips of images in your game development software). That looks like this:</p>\n<p><img src=\"https://i0.wp.com/cathieleblanc.com/wp-content/uploads/cards.png?resize=751%2C655&ssl=1\" alt=\"\" /></p>\n<p>I was learning to use <em>nanDECK</em> today so creating the draft set of cards that I have so far took about an hour as I navigated the various commands and objects I could use. Now that I know how to use the, creating this set of cards would probably take me about 5 minutes. Once the real cards are created, I will import them as a sprites into <em>GameMaker</em>, the game development software that I am using.</p>\n<p>There is a ton more work to do since today I only worked on the equipment cards for my astrophotography game. None of the clip-art images that I used today will end up on the final cards that I create. Instead, I will use my own drawings and/or photos for all images. I also will create a set of enemy cards (Dr. Cloud, for example) and a set of target cards. Creating these assets will be time-consuming but less time-consuming now that I\u2019m using <em>nanDECK</em>.</p>",
"text": "It has been a while since I wrote a blog post. I\u2019m on sabbatical this academic year and I am working on a game for my sabbatical project. I\u2019ve been posting some updates about my progress to my social media accounts but this is the first post that I have felt compelled to write documenting my learning and my progress.\nI\u2019m creating a deck-building, astrophotography-themed game for my sabbatical project. Although I have created many video games in the past, I have never published one on Steam and I have never created all of the components (called assets) myself. So I\u2019ve been learning to use a bunch of new tools for asset creation as I\u2019ve been developing the game\u2019s main mechanic. Today, I spent some time learning to use nanDECK, which is a tool for building custom decks of cards.\nBefore I explain why I am using nanDECK and how it works, it might be useful to explain what a deck-building game is. In a typical deck-building game, players are given an initial set of low value cards. As the game progresses, players play the cards from their deck to achieve various results. Players are also given opportunities to add cards, usually of higher value, to their decks. Each player\u2019s deck typically becomes more valuable in unique ways. Often, when I describe deck-building to someone, they will ask me if Magic: the Gathering or Pokemon is a deck-building game. These are collectible card games (CCGs), a genre that differs from deck-building games. CCGs require players to purchase their decks outside of the game itself and each player comes into any given instance of the game with a deck that is already different from those of the other players. In a deck-building game, the cards are part of the game and, typically, everyone starts with the same set of initial cards, building their deck through the gameplay of this particular instance of the game. My favorite physical deck-building game is currently Clank!: Catacombs with the original Clank! close behind. But the game that got me thinking about a deck-building video game is Slay the Spire, which was released as an early access game in 2017 with regular updates until its official release in 2019. By March 2020, it had sold 1.5 million copies. As of May of this year, the game has sold 3 million copies just on Steam but it\u2019s available on most platforms, including mobile, so its sales are much, much higher than that. I play on the Nintendo Switch. I have played other deck-building video games and none has captured my attention like Slay the Spire. So it inspired me to try to create my own deck-building game.\nOne of the major challenges of creating a deck-building game is to create an interesting set of cards that allow a player to build decks focused on a variety of gameplay strategies. Creating a consistent look and feel for the cards is essential so that all of these pieces feel like a coherent set of components for the game. Let\u2019s look at some of the cards in Clank! as examples.\nHere is a single card that a player might be able to add to their deck during the game:\n\nEach of the cards has the same set of areas with only the values in those areas being different. The lower right corner (labeled A) has a number indicating the number of blue points required to purchase the card. This card will cost the player 4 blue points. The upper left corner (labeled B) contains information about the benefits the card gives the player when they play it. This card gives the player 1 blue point and 1 sword. The upper right corner (labeled C) is either blank or has a number in green indicating the number of points the player will receive at the end of the game if they own this card. This card will give the player 2 points at the end of the game. At the top of the card in the area labeled D is the name of the card. This card is called Elven Dagger. The area labeled E contains an image representing the card. This card is represented by an image of a dagger. And the area labeled F contains some sort of instructions or descriptions that come into play at various times. When a player plays this card, they are allowed to draw an additional card from their deck.\nClank! has many, many cards. Here are some additional examples.\n\n\nAs the designers of Clank! were working on the game, they probably hadn\u2019t decided exactly where each piece of information was going to be displayed on the card. They might not have even decided exactly what information was going to go on each card. And when they created their first draft of these cards, I can guarantee they hadn\u2019t decided the exact values that were going to go into each area of each card. For example, they might originally have given the Elven Dagger a cost of 6 blue points and maybe the original number of green points at the end of the game was 5. Through play-testing, they would tweak these values to see how gameplay was affected, trying to balance the game through each successive iteration. Having to recreate the entire card by hand each time a change was made would be extremely time-consuming. There must be a better way!\nThat\u2019s where a tool like nanDECK comes in. With nanDECK, the designer can create a template for the physical layout of the cards, specifying where each value should appear. They then can create a spreadsheet of the various values and merge that spreadsheet with the layout template that they had created. I started this process today. My cards are still quite ugly but I was focused on functionality rather than prettiness as I learned to use the tool.\nFirst, I created a spreadsheet with the values of the cards I wanted to create:\n\nThe top row of the spreadsheet is the name of each value I want to use in my cards. Each card will have a Name, a Type, a Cost, a Time to Capture, and an image. Each additional row is a separate card. So using this spreadsheet I could create 15 different cards. The first card will be a Phone Camera card that costs 100, has a Time to Capture value of 100, and whose image is stored in a file called smartphone.png. I really like that it will be easy to modify the various values, including the images (by just changing the image file) as I work on balancing the game. I can also easily add more columns to the spreadsheet if I need additional values.\nHere\u2019s the nanDECK interface (which looks more complicated than it actually is):\n\n\nThe right side of the interface is a visual preview of the 4th card in my list. The left side contains a set of actions to do things like Build the cards and Print the cards. The middle window is the actual code that specifies the layout template and merges it with the spreadsheet I created. Luckily, I didn\u2019t need to write all of this code by hand. There is a visual editor that allows you to easily create the card layout. It looks like this:\n\nThe left side is a set of objects that you can add to the layout. The middle is a preview layout of one of the cards that you\u2019re building. The right side is the set of commands that build the actual cards in a particular order.\nFinally, you can save individual image files for each card you have created or you can put them all together into a single document that you can print and cut out (if you were making a board game or need strips of images in your game development software). That looks like this:\n\nI was learning to use nanDECK today so creating the draft set of cards that I have so far took about an hour as I navigated the various commands and objects I could use. Now that I know how to use the, creating this set of cards would probably take me about 5 minutes. Once the real cards are created, I will import them as a sprites into GameMaker, the game development software that I am using.\nThere is a ton more work to do since today I only worked on the equipment cards for my astrophotography game. None of the clip-art images that I used today will end up on the final cards that I create. Instead, I will use my own drawings and/or photos for all images. I also will create a set of enemy cards (Dr. Cloud, for example) and a set of target cards. Creating these assets will be time-consuming but less time-consuming now that I\u2019m using nanDECK."
},
"name": "Creating Assets with nanDECK",
"post-type": "article",
"_id": "42273398",
"_source": "2782"
}
{
"type": "entry",
"published": "2024-09-17T19:45:55-07:00",
"url": "https://aaronparecki.com/2024/09/17/35/motel",
"category": [
"travel"
],
"photo": [
"https://aperture-media.p3k.io/aaronparecki.com/028e78ed254d6a44fadab557f5466d8d8ae00403b9b8039328c806837b830e87.jpg"
],
"content": {
"text": "This hotel room is trying real hard to not be a sad motel on the side of the highway in a San Francisco suburb. \n\nAlso, no I am not here for DreamForce, but that is why I am stuck at a hotel out here instead of the $2000/night downtown hotels.",
"html": "This hotel room is trying real hard to not be a sad motel on the side of the highway in a San Francisco suburb. <br /><br />Also, no I am not here for DreamForce, but that is why I am stuck at a hotel out here instead of the $2000/night downtown hotels."
},
"author": {
"type": "card",
"name": "Aaron Parecki",
"url": "https://aaronparecki.com/",
"photo": "https://aperture-media.p3k.io/aaronparecki.com/41061f9de825966faa22e9c42830e1d4a614a321213b4575b9488aa93f89817a.jpg"
},
"post-type": "photo",
"_id": "42272605",
"_source": "16"
}
{
"type": "entry",
"published": "2024-09-17T00:48:24-07:00",
"url": "https://beesbuzz.biz/blog/6150-Concert-time-polling",
"name": "Concert time polling",
"content": {
"text": "Hey y'all, it\u2019s been a little while since I\u2019ve done a VRChat music performance, and I have a hankering to try out my new performing gear. Please vote in this poll so I can figure out what the best time is for a show!\n\n(Don\u2019t worry about the name you put in, and I\u2019ve also set it to hide responses from each other. Strawpoll doesn\u2019t have any \u201callow anonymous responses\u201d option for time polls, unfortunately.)\n\nLoading…",
"html": "<p>Hey y'all, it\u2019s been a little while since I\u2019ve done a VRChat music performance, and I have a hankering to try out my new performing gear. Please vote in this poll so I can figure out what the best time is for a show!</p><p>(Don\u2019t worry about the name you put in, and I\u2019ve also set it to hide responses from each other. Strawpoll doesn\u2019t have any \u201callow anonymous responses\u201d option for time polls, unfortunately.)</p>\n\nLoading&hellip;"
},
"author": {
"type": "card",
"name": "fluffy",
"url": "https://beesbuzz.biz/",
"photo": "https://beesbuzz.biz/static/headshot.jpg"
},
"post-type": "article",
"_id": "42262900",
"_source": "2778"
}
{
"type": "entry",
"published": "2024-09-13 10:35-0700",
"url": "https://gregorlove.com/2024/09/my-friend-catherine/",
"content": {
"text": "My friend Catherine is publishing her first book of poetry on Monday, September 16! Barely a Whisper: Poems from the Heart of a Woman Re-becoming. Please check it out!",
"html": "<p>My friend Catherine is publishing her first book of poetry on Monday, September 16! <a href=\"https://www.catherinesipher.com/\">Barely a Whisper: Poems from the Heart of a Woman Re-becoming</a>. Please check it out!</p>"
},
"author": {
"type": "card",
"name": "gRegor Morrill",
"url": "https://gregorlove.com/",
"photo": "https://gregorlove.com/site/assets/files/6268/profile-2021-square.300x0.jpg"
},
"post-type": "note",
"_id": "42234049",
"_source": "95"
}
Happy #8bitday — 256th day of the year! Here’s some reasons to celebrate:
bit = portmanteau of binary digit
8 binary digits can represent 256 different numerical values
8 bits are also a byte, the fundamental unit of computer storage — 'B' is for byte in 'GB' or 'TB' as an amount of memory (e.g. 24GB) or disk space (e.g. 2TB).
The '8' in UTF-8 also stands for 8 bits.
Beyond computer connections, there’s lots of 8-bit music and other forms of art.
{
"type": "entry",
"published": "2024-09-12 14:22-0700",
"url": "https://tantek.com/2024/256/t1/happy-8bitday-binary-byte",
"category": [
"8bitday"
],
"content": {
"text": "Happy #8bitday \u2014 256th day of the year! Here\u2019s some reasons to celebrate:\n\nbit = portmanteau of binary digit\n\n8 binary digits can represent 256 different numerical values\n\n8 bits are also a byte, the fundamental unit of computer storage \u2014 'B' is for byte in 'GB' or 'TB' as an amount of memory (e.g. 24GB) or disk space (e.g. 2TB).\n\nThe '8' in UTF-8 also stands for 8 bits.\n\nBeyond computer connections, there\u2019s lots of 8-bit music and other forms of art.\n\nPreviously, previously, previously:\n* https://tantek.com/2015/256/t2/happy-8bitday-this-year-konamicode\n* https://tantek.com/2014/256/b1/happy-8-bit-day-8bitday\n* https://tantek.com/2013/256/t1/happy-8-bit-day\n* https://tantek.com/2012/256/t2/portland-xoxo-happy-8bitday\n* https://tantek.com/2010/256/b1/happy-8-bit-day\n* https://twitter.com/t/status/3960099908\n\nGlossary\n\n8-bit music\n\u00a0 https://tantek.com/w/8bitday#Music\nbit\n\u00a0 https://en.wikipedia.org/wiki/Bit\nbyte\n\u00a0 https://en.wikipedia.org/wiki/Byte\nGigabyte (GB)\n\u00a0 https://en.wikipedia.org/wiki/Gigabyte\nUTF-8\n\u00a0 https://en.wikipedia.org/wiki/UTF-8",
"html": "Happy #<span class=\"p-category\">8bitday</span> \u2014 256th day of the year! Here\u2019s some reasons to celebrate:<br /><br />bit = portmanteau of binary digit<br /><br />8 binary digits can represent 256 different numerical values<br /><br />8 bits are also a byte, the fundamental unit of computer storage \u2014 'B' is for byte in 'GB' or 'TB' as an amount of memory (e.g. 24GB) or disk space (e.g. 2TB).<br /><br />The '8' in UTF-8 also stands for 8 bits.<br /><br />Beyond computer connections, there\u2019s lots of 8-bit music and other forms of art.<br /><br />Previously, previously, previously:<br />* <a href=\"https://tantek.com/2015/256/t2/happy-8bitday-this-year-konamicode\">https://tantek.com/2015/256/t2/happy-8bitday-this-year-konamicode</a><br />* <a href=\"https://tantek.com/2014/256/b1/happy-8-bit-day-8bitday\">https://tantek.com/2014/256/b1/happy-8-bit-day-8bitday</a><br />* <a href=\"https://tantek.com/2013/256/t1/happy-8-bit-day\">https://tantek.com/2013/256/t1/happy-8-bit-day</a><br />* <a href=\"https://tantek.com/2012/256/t2/portland-xoxo-happy-8bitday\">https://tantek.com/2012/256/t2/portland-xoxo-happy-8bitday</a><br />* <a href=\"https://tantek.com/2010/256/b1/happy-8-bit-day\">https://tantek.com/2010/256/b1/happy-8-bit-day</a><br />* <a href=\"https://twitter.com/t/status/3960099908\">https://twitter.com/t/status/3960099908</a><br /><br />Glossary<br /><br />8-bit music<br />\u00a0 <a href=\"https://tantek.com/w/8bitday#Music\">https://tantek.com/w/8bitday#Music</a><br />bit<br />\u00a0 <a href=\"https://en.wikipedia.org/wiki/Bit\">https://en.wikipedia.org/wiki/Bit</a><br />byte<br />\u00a0 <a href=\"https://en.wikipedia.org/wiki/Byte\">https://en.wikipedia.org/wiki/Byte</a><br />Gigabyte (GB)<br />\u00a0 <a href=\"https://en.wikipedia.org/wiki/Gigabyte\">https://en.wikipedia.org/wiki/Gigabyte</a><br />UTF-8<br />\u00a0 <a href=\"https://en.wikipedia.org/wiki/UTF-8\">https://en.wikipedia.org/wiki/UTF-8</a>"
},
"author": {
"type": "card",
"name": "Tantek \u00c7elik",
"url": "https://tantek.com/",
"photo": "https://tantek.com/photo.jpg"
},
"post-type": "note",
"_id": "42225037",
"_source": "2460"
}
{
"type": "entry",
"published": "2024-09-08T20:39:43-07:00",
"url": "https://aaronparecki.com/2024/09/08/11/",
"category": [
"stoprequested",
"batchcooking"
],
"photo": [
"https://aperture-media.p3k.io/aaronparecki.com/6007e1760ad76926a9b77290796748299c3e10d6ffff520f47f6d2906de76470.jpg"
],
"content": {
"text": "I'm very pleased with tonight's project of packaging up hot sauce and oat milk in custom branded packets for Lily's upcoming \"Stop Requested\" trip! \n\nIt was a good chance to learn about mylar pouches and heat sealing.",
"html": "I'm very pleased with tonight's project of packaging up hot sauce and oat milk in custom branded packets for Lily's upcoming \"Stop Requested\" trip! <br /><br />It was a good chance to learn about mylar pouches and heat sealing."
},
"author": {
"type": "card",
"name": "Aaron Parecki",
"url": "https://aaronparecki.com/",
"photo": "https://aperture-media.p3k.io/aaronparecki.com/41061f9de825966faa22e9c42830e1d4a614a321213b4575b9488aa93f89817a.jpg"
},
"post-type": "photo",
"_id": "42203440",
"_source": "16"
}
{
"type": "entry",
"published": "2024-09-09T18:50:59-07:00",
"url": "https://aaronparecki.com/2024/09/09/21/",
"category": [
"recipe"
],
"photo": [
"https://aperture-media.p3k.io/aaronparecki.com/10b22b9d020eaed680dd5f53aec0f25e2dd784f9d3d7f50bde1490b6fc3c2239.jpg"
],
"content": {
"text": "Hot sauce recipe live blog! \n\nStep 1: Sautee chopped onion and garlic with some oil and salt in the instant pot until the onions are translucent",
"html": "Hot sauce recipe live blog! <br /><br />Step 1: Sautee chopped onion and garlic with some oil and salt in the instant pot until the onions are translucent"
},
"author": {
"type": "card",
"name": "Aaron Parecki",
"url": "https://aaronparecki.com/",
"photo": "https://aperture-media.p3k.io/aaronparecki.com/41061f9de825966faa22e9c42830e1d4a614a321213b4575b9488aa93f89817a.jpg"
},
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"_id": "42190628",
"_source": "16"
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{
"type": "event",
"name": "\ud83d\uddd3\ufe0f The Level Up",
"published": "2024-09-08T21:00:00-0400",
"start": "2024-09-08T21:00:00-0400",
"url": "https://martymcgui.re/2024/09/08/the-level-up/",
"featured": "https://res.cloudinary.com/schmarty/image/fetch/w_960,c_fill/https://media.martymcgui.re/6d/c0/7e/5e/312a71110e29276f111559c4c1df853c524569fc963ca2846d259cc4.png",
"category": [
"improv",
"show"
],
"location": {
"type": "card",
"name": "Magnet Theater",
"url": "https://magnettheater.com/"
},
"content": {
"text": "The Level Up is a LOOSELY video game-themed indie improv showcase! Come and see some of the freshest talent in the New York indie improv scene!\n\nI\u2019ll be playing in with Philip and the rest of the Level Up!\nLooking forward to it! And to seeing you there!! (Yes, you. Come on out!!!)\nMagnet Theater\n\n254 West 29th St (btwn 7th and 8th Ave.)\n\nNew York City, NY 10001\n\nTickets $10: https://magnettheater.com/show/58804/",
"html": "<blockquote>\n<p>The Level Up is a LOOSELY video game-themed indie improv showcase! Come and see some of the freshest talent in the New York indie improv scene!</p>\n</blockquote>\n<p>I\u2019ll be playing in with Philip and the rest of the Level Up!</p>\n<p>Looking forward to it! And to seeing you there!! (Yes, you. Come on out!!!)</p>\n<p>Magnet Theater<br />\n254 West 29th St (btwn 7th and 8th Ave.)<br />\nNew York City, NY 10001<br />\nTickets $10: <a href=\"https://magnettheater.com/show/58804/\">https://magnettheater.com/show/58804/</a></p>"
},
"author": {
"type": "card",
"name": "Marty McGuire",
"url": "https://martymcgui.re/",
"photo": "https://martymcgui.re/images/logo.jpg"
},
"post-type": "event",
"_id": "42184408",
"_source": "175"
}
Came up with and tried a three phase pomodoro technique yesterday for working thru tasks and projects.
This three phase pomodoro cycle repeats and resyncs hourly. The three phases I came up with: * physical tidying/cleaning * physical processing * digital processing
This worked quite well and I got a lot of things done, tasks completed or significantly advanced in ~6 hours.
Many of these were “annoying” or “boring” but often not immediately “necessary” tasks that I had left undone (procrastinated) for many weeks, especially with all the travel I have had in the past two months nevermind first two-thirds of this year.
I took the basic idea of a pomodoro 20-minute timebox¹, figured three of those fit into an hour, and picked three things that were cognitively different enough that switching from one to the other would use different cognitive skills (perhaps different parts of my brain), thus allowing a form of cognitive rest (rather than fatigue, and giving one part of my brain a chance to rest, while using others).
This eliminated the need to take “pomodoro breaks”, whether 5 minutes or 20-30 minutes and it felt nearly effortless (actually fun at times) to cycle through the three phases, repeatedly, for hours on end. Before I knew it six hours had gone by and many tasks had been completed.
The three 20 minute phases have the advantage of quickly determining at any time which phase you should be in by checking your watch/phone for :00-:20, :20-:40, :40-:00. If you happened to be “out of phase”, e.g. “run over” because you were finishing something up, rather than stressing about it, switch to the in-progress phase and pick-up a new task accordingly.
A 20 minute timebox also has the advantage that tasks are less annoying or boring when you know that in less than 20 minutes you will be able to set them down and switch to something else.
There was an iterative sense of expectation of novelty. The expectation of even only a little novelty was enough to make things go more quickly in the present, and even provide a game-like encouragement of see how far I can get with this boring or annoying task in the little time remaining. Could I even complete this one task in less than 20 minutes?
I think repeating three phase pomodoro cycles worked particularly well on a Saturday afternoon when I had very few external interrupts. I think that was key. It gave a sense of momentum, if actual flow², that itself felt like it gave me a source of energy to keep going. I’m not sure it would work during normal work hours in any highly or even partially collaborative environment.
Interruptions for physical needs, moving around, drinking, eating etc. were something that I allowed at any time, and that removed any stress about those too.
I rarely set any count-down timers. A few times when I recognized I was starting or picking up a task that I might get absolutely lost in (such as many digital processing tasks like email), I set an explicit count-down timer for the end of the phase. These timer alarms certainly helped to give me permission to put down that task (for now) and switch, rather than feeling compelled to “complete” it which I know from experience can often take much longer, and leave me feeling more tired, perhaps even too tired to do anything else.
There was also a sense of relief in knowing that even if I didn’t finish a particular task by the end of a phase, I would have the opportunity to pick it right back up in 40 minutes. Or maybe by then I would have decided to work on a different task in that phase.
This three phase pomodoro technique worked well for tasks that are not very cognitively engaging (hence boring or annoying). Such tasks have low context, and thus low context-switching costs, but still benefit from taking mental breaks and resets.
In contrast, any deeply cognitively engaging, thinking, or creative tasks, like inventing, coding, writing, typically have a much higher context-switching costs, and in my experience work better when you can set aside a longer block of time to allow yourself build up all the context and then joyfully explore the depths of whatever it is you’re creating.
That being said, I think some creative tasks (depending on the person) could benefit from time-boxing. Like having a constraint to write a short blog post in the morning before a workout or breakfast. Worth trying such one-off timeboxes or even formal pomodoros and seeing if they help complete some creative tasks faster (or more often) over time.
{
"type": "entry",
"published": "2024-09-08 14:22-0700",
"url": "https://tantek.com/2024/252/t1/three-phase-pomodoro-cycle-repeats",
"category": [
"productivity",
"pomodoro",
"pomodoroTechnique",
"gtd",
"gettingThingsDone",
"Saturday"
],
"content": {
"text": "Came up with and tried a three phase pomodoro technique yesterday for working thru tasks and projects.\n\nThis three phase pomodoro cycle repeats and resyncs hourly. The three phases I came up with:\n* physical tidying/cleaning\n* physical processing\n* digital processing\n\nThis worked quite well and I got a lot of things done, tasks completed or significantly advanced in ~6 hours. \n\nMany of these were \u201cannoying\u201d or \u201cboring\u201d but often not immediately \u201cnecessary\u201d tasks that I had left undone (procrastinated) for many weeks, especially with all the travel I have had in the past two months nevermind first two-thirds of this year.\n\nI took the basic idea of a pomodoro 20-minute timebox\u00b9, figured three of those fit into an hour, and picked three things that were cognitively different enough that switching from one to the other would use different cognitive skills (perhaps different parts of my brain), thus allowing a form of cognitive rest (rather than fatigue, and giving one part of my brain a chance to rest, while using others).\n\nThis eliminated the need to take \u201cpomodoro breaks\u201d, whether 5 minutes or 20-30 minutes and it felt nearly effortless (actually fun at times) to cycle through the three phases, repeatedly, for hours on end. Before I knew it six hours had gone by and many tasks had been completed.\n\nThe three 20 minute phases have the advantage of quickly determining at any time which phase you should be in by checking your watch/phone for :00-:20, :20-:40, :40-:00. If you happened to be \u201cout of phase\u201d, e.g. \u201crun over\u201d because you were finishing something up, rather than stressing about it, switch to the in-progress phase and pick-up a new task accordingly.\n\nA 20 minute timebox also has the advantage that tasks are less annoying or boring when you know that in less than 20 minutes you will be able to set them down and switch to something else. \n\nThere was an iterative sense of expectation of novelty. The expectation of even only a little novelty was enough to make things go more quickly in the present, and even provide a game-like encouragement of see how far I can get with this boring or annoying task in the little time remaining. Could I even complete this one task in less than 20 minutes?\n\nI think repeating three phase pomodoro cycles worked particularly well on a Saturday afternoon when I had very few external interrupts. I think that was key. It gave a sense of momentum, if actual flow\u00b2, that itself felt like it gave me a source of energy to keep going. I\u2019m not sure it would work during normal work hours in any highly or even partially collaborative environment.\n\nInterruptions for physical needs, moving around, drinking, eating etc. were something that I allowed at any time, and that removed any stress about those too.\n\nI rarely set any count-down timers. A few times when I recognized I was starting or picking up a task that I might get absolutely lost in (such as many digital processing tasks like email), I set an explicit count-down timer for the end of the phase. These timer alarms certainly helped to give me permission to put down that task (for now) and switch, rather than feeling compelled to \u201ccomplete\u201d it which I know from experience can often take much longer, and leave me feeling more tired, perhaps even too tired to do anything else.\n\nThere was also a sense of relief in knowing that even if I didn\u2019t finish a particular task by the end of a phase, I would have the opportunity to pick it right back up in 40 minutes. Or maybe by then I would have decided to work on a different task in that phase.\n\nThis three phase pomodoro technique worked well for tasks that are not very cognitively engaging (hence boring or annoying). Such tasks have low context, and thus low context-switching costs, but still benefit from taking mental breaks and resets. \n\nIn contrast, any deeply cognitively engaging, thinking, or creative tasks, like inventing, coding, writing, typically have a much higher context-switching costs, and in my experience work better when you can set aside a longer block of time to allow yourself build up all the context and then joyfully explore the depths of whatever it is you\u2019re creating.\n\nThat being said, I think some creative tasks (depending on the person) could benefit from time-boxing. Like having a constraint to write a short blog post in the morning before a workout or breakfast. Worth trying such one-off timeboxes or even formal pomodoros and seeing if they help complete some creative tasks faster (or more often) over time.\n\n#productivity #pomodoro #pomodoroTechnique #gtd #gettingThingsDone #Saturday\n\nReferences:\n\n\u00b9 Apparently I misremembered 20 minutes instead of the typical pomodoro 25 minutes: https://en.wikipedia.org/wiki/Pomodoro_Technique\n\u00b2 https://en.wikipedia.org/wiki/Flow_(psychology)",
"html": "Came up with and tried a three phase pomodoro technique yesterday for working thru tasks and projects.<br /><br />This three phase pomodoro cycle repeats and resyncs hourly. The three phases I came up with:<br />* physical tidying/cleaning<br />* physical processing<br />* digital processing<br /><br />This worked quite well and I got a lot of things done, tasks completed or significantly advanced in ~6 hours. <br /><br />Many of these were \u201cannoying\u201d or \u201cboring\u201d but often not immediately \u201cnecessary\u201d tasks that I had left undone (procrastinated) for many weeks, especially with all the travel I have had in the past two months nevermind first two-thirds of this year.<br /><br />I took the basic idea of a pomodoro 20-minute timebox<a href=\"https://tantek.com/#t5Yu1_note-1\">\u00b9</a>, figured three of those fit into an hour, and picked three things that were cognitively different enough that switching from one to the other would use different cognitive skills (perhaps different parts of my brain), thus allowing a form of cognitive rest (rather than fatigue, and giving one part of my brain a chance to rest, while using others).<br /><br />This eliminated the need to take \u201cpomodoro breaks\u201d, whether 5 minutes or 20-30 minutes and it felt nearly effortless (actually fun at times) to cycle through the three phases, repeatedly, for hours on end. Before I knew it six hours had gone by and many tasks had been completed.<br /><br />The three 20 minute phases have the advantage of quickly determining at any time which phase you should be in by checking your watch/phone for :00-:20, :20-:40, :40-:00. If you happened to be \u201cout of phase\u201d, e.g. \u201crun over\u201d because you were finishing something up, rather than stressing about it, switch to the in-progress phase and pick-up a new task accordingly.<br /><br />A 20 minute timebox also has the advantage that tasks are less annoying or boring when you know that in less than 20 minutes you will be able to set them down and switch to something else. <br /><br />There was an iterative sense of expectation of novelty. The expectation of even only a little novelty was enough to make things go more quickly in the present, and even provide a game-like encouragement of see how far I can get with this boring or annoying task in the little time remaining. Could I even complete this one task in less than 20 minutes?<br /><br />I think repeating three phase pomodoro cycles worked particularly well on a Saturday afternoon when I had very few external interrupts. I think that was key. It gave a sense of momentum, if actual flow<a href=\"https://tantek.com/#t5Yu1_note-2\">\u00b2</a>, that itself felt like it gave me a source of energy to keep going. I\u2019m not sure it would work during normal work hours in any highly or even partially collaborative environment.<br /><br />Interruptions for physical needs, moving around, drinking, eating etc. were something that I allowed at any time, and that removed any stress about those too.<br /><br />I rarely set any count-down timers. A few times when I recognized I was starting or picking up a task that I might get absolutely lost in (such as many digital processing tasks like email), I set an explicit count-down timer for the end of the phase. These timer alarms certainly helped to give me permission to put down that task (for now) and switch, rather than feeling compelled to \u201ccomplete\u201d it which I know from experience can often take much longer, and leave me feeling more tired, perhaps even too tired to do anything else.<br /><br />There was also a sense of relief in knowing that even if I didn\u2019t finish a particular task by the end of a phase, I would have the opportunity to pick it right back up in 40 minutes. Or maybe by then I would have decided to work on a different task in that phase.<br /><br />This three phase pomodoro technique worked well for tasks that are not very cognitively engaging (hence boring or annoying). Such tasks have low context, and thus low context-switching costs, but still benefit from taking mental breaks and resets. <br /><br />In contrast, any deeply cognitively engaging, thinking, or creative tasks, like inventing, coding, writing, typically have a much higher context-switching costs, and in my experience work better when you can set aside a longer block of time to allow yourself build up all the context and then joyfully explore the depths of whatever it is you\u2019re creating.<br /><br />That being said, I think some creative tasks (depending on the person) could benefit from time-boxing. Like having a constraint to write a short blog post in the morning before a workout or breakfast. Worth trying such one-off timeboxes or even formal pomodoros and seeing if they help complete some creative tasks faster (or more often) over time.<br /><br />#<span class=\"p-category\">productivity</span> #<span class=\"p-category\">pomodoro</span> #<span class=\"p-category\">pomodoroTechnique</span> #<span class=\"p-category\">gtd</span> #<span class=\"p-category\">gettingThingsDone</span> #<span class=\"p-category\">Saturday</span><br /><br />References:<br /><br /><a href=\"https://tantek.com/#t5Yu1_ref-1\">\u00b9</a> Apparently I misremembered 20 minutes instead of the typical pomodoro 25 minutes: <a href=\"https://en.wikipedia.org/wiki/Pomodoro_Technique\">https://en.wikipedia.org/wiki/Pomodoro_Technique</a><br /><a href=\"https://tantek.com/#t5Yu1_ref-2\">\u00b2</a> <a href=\"https://en.wikipedia.org/wiki/Flow_(psychology)\">https://en.wikipedia.org/wiki/Flow_(psychology)</a>"
},
"author": {
"type": "card",
"name": "Tantek \u00c7elik",
"url": "https://tantek.com/",
"photo": "https://tantek.com/photo.jpg"
},
"post-type": "note",
"_id": "42179401",
"_source": "2460"
}