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Do this enough and random family friends and acquaintances will start asking you to make websites for them for a little bit of money and suddenly you're a part time web developer
the thing i think no one tells these new kids about making their own website is that its 1. fun if you're a puzzle freak bc its basically making problems for yourself to solve lol 2. mostly just copy and pasting other people's CSS or css from w3cschools
so theres no like, innate skill level you need in order to make a website. just the time and desire to keep hitting "preview page" and then staring at the page trying to figure out which piece of code broke what
#everyone over 50 thinks making a website is straight up rocket science#and will pay good money to have you literally just set up a wordpress template#'Aaa how do you know so much youre so young!!' Fucking around with HTML since i was 7 babeyyy
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I will build responsive WordPress website design company, agency, business
Design and Web site Development is my passion and profession, I have more than 7+ years of experience in Website Development and
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I wrote a guide on my main blog on writing SimLit a while back, but I figured I'd amend it to make it more suitable to Tumblr and post it here as well.
Please note, that there is no one way to write SimLit; creative work is always subjective. You do not have to do everything in this guide, obviously- just focus on the bits that apply to you and what you want to write. This is a gathering of my own ideas, the way I do things, and other options as well. Depending on your writing style, some of this will be more relevant to you than other bits will. This is both for the challenge players and the people who write stories with little basis off anything going on in the game.
I have made a story / challenge-planning document that you can read about here that will give you a place to put all your ideas!
The fun part...sort of...is coming up with all your rough ideas. Things to think about are:
. Where you'll put your story: The most popular place for SimLit these days seems to be Wordpress, but there is always Blogger and LiveJournal as another option for a place to put your story. Tumblr is a great place for stories that are more picture-based and less textual, or if you plan to only have dialogue for your story text. Have a look at what different platforms have to offer to see what suits you.
Whilst I would say Blogger is a bit harder to properly customise than Wordpress and you have to rely on custom templates made by other people and some HTML editing if you want a nice blog template, it is very generous in terms of picture limit. To my knowledge, any image under 2048 on the longer width won't count toward your Photo space (as of 2025).
. Narrative or Gameplay-Driven: Some writers will write commentaries to go alongside images of challenges they're doing. Some write commentary for their general gameplay. Others use Sims solely as a way to 'direct' a story they've come up with themselves instead. Others make comics. Some do a mix of various things... Have a think about what kind of story you want to do. It might even change halfway through writing, you never know!
. Genre: You won't always have an easily-defined genre for your story, but you might have some ideas. Romance, Fantasy, Sci-Fi, Horror, Family...the options are more or less endless.
. Custom Content: If you use CC, it can help to look for CC you might need for your story- whether that's poses, CAS items or Build/Buy items.
. How you will plan your story: Some SimLit authors write entirely around the game and don't pre-plan anything (brave people you are going by the seat of your pants, I used to do this but now I could never), but others like to plan story points and character notes beforehand. There are plenty of ways to plan your story, whether that's jotting ideas in a notebook or on a word processing document. There is one I already made linked at the beginning of this section.
There are also programs like Scrivener designed for writers to plan stories (it's not free, though). It depends how in-depth you need to plan things out before you write. With me, it really depends. Some story ideas, I have most of the plot planned in my head from the get-go. Other times, I only have a rough idea and have to go from there.
. What challenge you will do: If you want to write a commentary/story around a challenge, look for one you'll find fun first. Long or short? What rules will you change or omit? How much will you let the challenge and game drive the story? Will you be writing commentary, or will you be writing in a narrrative-type style inspired by what happens in the challenge?
. Rough plot / character ideas: Write down any plot or character notes that immediately come to mind, even if you don't know if you will use them. Anything that comes to you straight away is a good place to build on later and should be jotted down whilst it's still fresh in your mind.
. How you will write your story: - Commentary VS. Narrative: Will you write a commentary around your screenshots/gameplay, or will you write it in the style of a prose-like story? You can also mix both of these approaches in various ways.
Or do you want to go about it in a different way? Maybe you could use your screenshots to make a comic-style story. Another option is to possibly have something like an epistolary novel (written almost entirely in letters) or even a 'scrapbook story' (a story told in multiple ways with multiple artifacts- letters, newspaper clippings, phone calls, almost anything).
- Tense and Viewpoint: Will you write in past tense or present tense? Will you write in third person, or first person? How many different characters' viewpoints will you have if you write in first person? (...Or are you like me, and will accidentally switch between tenses throughout the whole story?)
. Themes: It's good to think more in-depth of what themes will appear in your story. Family bonds, friendships, relationships in general, dealing with various aspects of life, prejudices, overcoming fear...the list goes on forever. Whilst I personally don't like reducing stories to tropes, tropes are always a place to start if it works for you.
. General length: Do you want to ideally write a short story, or something longer? This won't always be something you'll have in mind straight away, but that's fine.
. How much to plan and when to start: It's up to you how much you need to pre-plan and when to start writing, but I don't start writing until I'm at a point where I know that the story can be resolved. I don't start writing straight away, in case I end up with a story I somehow can't finish.
. Upload frequency: You won't always stick to this, since most of us are busy, sad and tired adults- but it's good to try and think about how often you want to upload chapters. Are you aiming for weekly, monthly, or just whenever you manage to get a chapter out? What I will say is please TRY NOT TO STRESS about schedules. If your readers are impatient that's their problem and they can wait until you're ready!
. Gather inspiration: Whether it's authors, shows, films, art, music...anything that gets you in the right mood and frame of mind for what you want to do. Moodboards are sometimes a good idea as well for collecting inspiring pictures. Make inspiring playlists of songs that get you in the mood for the story or characters.
. The sliding scale of 'Utopia' and 'Dystopia': On a scale of 'Paradise' to 'Hell-hole world', what's the rough state of the world in your story like? Maybe it isn't that simple, but it helps to have an idea if it's thematically relevant somehow.
. Any messages or lessons: Are there any messages you hope to get across in your story, or anything that a reader may be able to learn from it at all? Not always the case with every story, and this is not the sort of thing that you'll do intentionally. For my own story, it's very much just a snapshot of history so there isn't really much of a defined moral to the story.
This is geared more towards people who are writing mostly story-driven SimLit, since commentary and gameplay-driven stories often don't require any sort of major world-building. That, and the challenge you are doing might already have the worldbuilding situation laid out for you, like the Apocalypse Challenge or the Alien Adoption challenge, but I'll build on this a bit too.
As someone who has been Game Master for DnD and Pathfinder, I'm used to fleshing out worlds, building on lore and the like- and being a Game Master often requires you to do it on the spot sometimes. For me, it's good to have some level of lore and world-building written out. I like having a certain set of 'rules' to stick with, mainly to help keep consistency of the universe's 'rules'. This is especially important with my Magic Universe since the magic system needs a level of consistency I have to try and stick to. (That said, I have occasionally changed tiny less-significant bits of lore as I go...shh...don't tell anyone!)
But where do you start with such a thing? First off, this isn't something you have to do in massive levels of detail (unless you want to!).
Here's the general way of how I do things. Feel free to pick and choose which bits will apply to your story; you don't have to pre-plan every little last detail about your world if you don't need/want to.
--Starting with the already-established relevant worlds and lore--
I almost always start out with the 'official' stuff first. You can find this in-game, in item and world descriptions, in trailers, and on Sims Wikis. Sims isn't the most lore-heavy game for obvious reasons, but now and again you've got something to work with. It all depends on exactly what you're writing about, and how much your story will revolve around the actual Sims universe.
--Seeing what I want to keep from the already-established worlds and lore, and what to get rid of--
I don't keep everything all of the time, and it's unlikely you will either. Sometimes your idea is better, or fits better with what you've already got in mind. Or perhaps the Sims 'lore' behind the thing is too comical and wouldn't fit a slightly more serious story.
--Start stealing ideas! (Go careful though)--
Writers worry way too much about originality, but everyone takes little bits of ideas off each other all of the time- everything is inspired by something. That, and in my opinion there’s absolutely nothing wrong with doing a story that’s a ‘love letter’ to a genre with all the tropes and cliches you can think of.
So gather up some inspiration and see what ideas others have; have a quick read of SimLits that are similar to your idea. Look at the lore behind shows or video games that are the same genre as you are writing. Think about your favourite shows, films and video games as well. Or even look at the official Sims forum or Tumblr to see what people have done with worlds, premade characters and the like. On the official forum, there are a lot of ‘What have you done with…’ threads where people discuss what they have done with premades and in-game places.
One thing I tend to focus on the most when worldbuilding, is the sort of socio-political aspect of the world. 'But why does everything have to be political?', you say, but everyone's life is governed by social and political ideas - some more than others, so for me it's what makes up a big chunk of the worldbuilding because of how much it influences the characters living in that world. That, and a few big historical events I tend to think of as well to flesh the world out. If this sounds like something you feel like delving into, then here's some ideas:
NOTE: Some of this won't apply to your world or focus, so just ignore the stuff that isn't relevant to your story.
--Events in history leading up to your story--
This will depend entirely on what you story is about, but events to think about are:
. Inspiring figures from the past: For example, if you're writing about vampires, are there any in history who are still iconic to this day? What made them iconic?
. Any miscellaneous important events? My more specific ones are geared more towards conflict, but there's always going to be important events that happened that stay with people that happen in the world and they aren't always going to be bad. (Yes, the author of Divided really did just say that.)
.Changes in laws and/or major attitudes towards groups: Were there any rules or legislations that came into play that completely shook the world of your story?
.Conflicts: Wars and other major conflicts in history will linger around for years and years in various ways
Modern society
This is looking at your present day in the story in more depth. This can help you with characterisation as well- how has modern society affected your character and their development and current attitudes?
. Attitudes towards certain groups: Who or what is celebrated in society? Who has to deal with negative attitudes and why? How are people choosing to fight back, positively or negatively, against positive or negative change? Is there any prejudice at all, or is your world almost entirely accepting of different types of people?
. General morale: How happy are the different groups of people in your world? Is there still need for change, or are people more or less okay with the way things are? Is there an imbalance in the welfare of different groups and why?
. What's/who's popular: From people to events relevant to the story you're trying to tell, what's popular and well-known? Are there any events or people that are causing change or debate that might be addressed later?
. Fashions: It helps to think about what's fashionable in your universe sometimes, but maybe that will all depend on what kind of CC you can get a hold of.
. What the future holds: What ideas do people have for the way things may change as time passes?
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Magic, superpowers, or other power systems
If your story has some kind of system of 'special' power- magic, or superhero powers, certain chemicals, powers granted from deities or the like- it's good to have some rough idea for how they work:
. Is this power innate? Can it be learned? Is it within the person, or is it an outside source of some kind?
. Is this power a finite or infinite source? Is it a physical object, is it ethereal/energy, a chemical, etc?
. What limits are there to the use of this power? When can it/can't it be used? What downsides are there to using this power (illnesses, magical overcharge, death, etc)? What consequences are there for overuse of the power?
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Beliefs and belief systems
Your story might have some sort of 'collective' belief systems- common superstitions, or religions like Sims Medieval’s Jacoban or Peteran faiths, or maybe even cults. If so, it's good to outline those, though the amount of detail you'll need for it will depend on the kinds of beliefs and the story you're telling.
. What are the core / defining rules / lessons /ways of living of this belief?
. What actions/attitudes etc are rewarded, and what attitudes are frowned upon? What rewards and punishments are there for such things, if any?
. How has this belief system affected other people outside of that belief system? What do 'outsiders' think of the belief and the people that practice it?
. Are there any key figures in this belief system? Are they real objects/people, metaphysical beings, or are they not real at all?
. Are there any specific meetings or practices etc. associated with this belief?
. Do people of this belief own specific special clothes or objects? What significance do they have?
IMPORTANT SIDE NOTE: When it comes to world-building, ALWAYS go careful when using any real-life cultures, beliefs or events outside of your own culture etc- especially those of marginalised groups. Try to do your research as thoroughly as possible.
To avoid potential upset or misrepresentation, I either rely on fictional creations or keep things vague. For example, I'm using the lore behind the Sims Medieval's Jacoban and Peteran religions in an upcoming story to avoid making a fictional religion that people might mistake as a parody of an existing one.
Do any research you need to do
Once again, how in-depth you go depends on how far you want to go- how realistic you want it to be, how historically-accurate you want it to be...Sometimes it's good to just have enough to get a rough idea of something to add on to. For example, if you're doing a historical story, it might be worth just seeing what big events happened, social taboos, etiquette etc. just to get a feel for the rough world of your story. For anything that isn't an important topic, I'm not bothered if it's inaccurate. For example: if it turns out the soft background science of something in my work is a bit wonky, I don't entirely care. However, for serious subjects like mental health etc, I always make sure to get a good idea of what I'm doing before I write it. If I get it wrong, I could end up spreading massive misconceptions and that's the last thing I want to do. -
World-building towns and cities
Not everyone's story is going to have a huge deal of focus on this sort of thing, and additionally to the top you might want to go even further with building onto what's already given to us. So here's some other things that might be worth thinking about if you want to do a bit of extra fleshing-out for the game worlds. When I say 'individual world' I mean the actual playable worlds on their own as opposed to the ts4 worlds altogether at once. If you're doing a challenge and the challenge has worldbuilding aspects, like Alien Adoption Challenge or the Apocalypse Challenge then that is a brilliant thing to give you some level of a framework for some aspects of your story's world.
. Rough population of the individual world etc.
.Landmarks and their significance
.Tourism, what do other people like to do whilst they're there
.What sorts of people tend to live there
. What the individual world is known for the most, what puts them 'on the map', so to speak
Characters are my main focus as both a writer and a reader. I can have a good story with great characters and a thin plot, but a story with a great plot and boring characters is never going to interest me. They can also be difficult to come up with ideas for. Here is a rough idea of how I come up with characters, and how I build on pre-made characters.
Some people have written 'character interviews' - these can sometimes be helpful. You fill them out from the characters' point of view, or from a third-person perspective but about the character. The 'Marcel Proust' character interview is a great one to use, since it asks questions that will no doubt be relevant to both the character and the plot later on. Some of them have questions about favourite food, colours etc. but for me, this is more often extraneous than not. Then again, knowing too much about your character for some people is better than not knowing enough.
My own character 'interview' is here. It's technically not an interview and is just a list of things to consider about your character. You may get some use out of it.
First off, before anything: think of what to base your character on, roughly. Think of the traits of people you know or have known, think of aspects about yourself. Of course, we can't forget basing characters off of your favourite fictional characters!
If you are writing a premade character, and you're unsure on what to expand on, first off look at their in-game traits, any information provided in trailers/promotional material, and then look at fan theories and ideas about the character. Those are good places to start if you're using a premade Sim.
As well as specific characters, think of your favourite traits, archetypes, and development types as well. One of my favourites is the downfall of a character, a tragic character whose constant screw-ups land them in a deeper and deeper mess. Even better when they start going off the rails a bit as well. I also love characters who struggle with others' kindness, who learn to let themselves be loved over time.
Then you can get to outlining them.
The basics about your character
. Name: Is there any meaning behind this name in-story? Did the character choose it themselves or is it their birth name? What nicknames do they have, if any? Which do they like, and which do they hate? (Names don't have to have meaning. I only use meaningful names in certain contexts- most names are just names I like, names that just fit for some reason, or that a character's parents thought sounded nice).
NOTE ON NAMES: If you want an authentic name for a character from a specific time period, look at census records for the country if they're available or see if you can find articles on people from that country and time period. You can also Google naming conventions, as they can change within a country over time as well. I also recommend avoiding baby name websites or baby-related websites when you want authentic names for characters that aren't English or American. It's best to find blogs written by people from that country. Sometimes travel blogs for the country will sometimes talk about names, authenticity and such. Sometimes Wikipedia has lists of names as well, but it's worth double-checking any info found there.
. Rough description: Height, rough weight, colours of skin/hair/eyes, the general 'vibe' of their attire or a more in-depth description. Anything notable about them, like specific jewellery, clothes, tattoos or scars/other injuries?
. Identity: This could be anything from where they grew up, gender, race, sexual orientation, or if they are an occult sim or some other made-up species or race. How has their identity affected their life? Do they face any prejudice or mistreatment for any of it at all, or does it give them more of an advantage over others?
. Family: People in a character's family, whether blood family or found family.
.Beliefs: What they do (and maybe don't) believe in.
. Protagonist or antagonist: Not always this black and white for every character, but good to think about your character's rough place in the story. Of course, one can become the other as the story progresses.
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Character-defining aspects
. General personality traits: You can use in-game traits and Randomise to give you ideas, or you can think of your own personality traits for the character.
. Upbringing: What it was like growing up for them. Who was good to them? Who wasn't? How have these people and experiences shaped who they are today? How was the world different growing up to what it's like now? Does the character mourn the old ways of the world or do they like the change?
. Social class: How has this affected their life?
. Education: Might also connect with upbringing here- how was school/university etc. for them?4
. Goals/dreams: Almost everyone has a goal, even if they never achieve it. Even if it's just getting out of bed to make breakfast and then getting back in again.
. Social life: Extrovert, introvert or somewhere in the middlle? What do they do when they hang out with friends etc?
. Fears: What are they afraid of? What do they do to avoid that fear, if anything?
. Any conditions, illnesses, or neurodivergence: (ONCE AGAIN, go careful when writing things like this and do research where it's needed.) How have they affected the character's life and their outlook in general? How does it affect how others percieve them, if it does at all? If applicable, what caused them?
. If not that, then general physical/mental health: How well (or not) does the character look after themselves in these ways? What do they do for self-care and distraction?
. Likes and dislikes: People, things, events, hobbies...What makes them happy and what makes them want to punch a wall?
. Character 'flaws': Flaws don't necessarily have to be absolutely-horrible things, it can be just things that can hold the character back in some way. Some things that characters may overcome in a story might not necessarily be flaws as well- for example, introversion isn't a flaw (I wish writers would stop treating it as one), but possibly some characters may seek to try and 'come out of their shell' socially a little. Most characters have some kind of flaw or personality 'aspect' to overcome or learn to deal with, but the best kind of character flaws are the ones that actually get in the character's way in the story. The joy is in seeing how the character overcomes these flaws...or even how the character gives into them more and more as the story goes on. Wretched excess is fun sometimes!
. What they're good/bad at: Where do they excel, where do they need a little practice, and what are they absolutely terrible at?
. Any special ablities or powers: What can this character do? What are the limits of this power? How do they feel about this power?
. Things they are known for: Whether by friends, family, colleagues or the world. What are they known for? What do people like and dislike about them?
. Ideas for development: How do you (at the moment) see the character changing? If you have any ideas for it, who or what will help to influence that change?
. Relationships with other characters: How they do (and don't) get along with other established characters, and maybe why. -
Things to think about character-wise when writing your story
Once you get to writing your character, here's a couple of things that it helps to think about- though some of it is more relevant if writing in the first person.
. What your character does and doesn't notice: How do they approach the world around them? What sort of things do they notice first in their surroundings?
. Manner of speech: Formal, or informal? Do they have any mottos, catchphrases or words they use often? Do they speak about feelings a lot? Do they lie, and how often? Sometimes what isn't spoken can say as much as what is spoken.
. How they socialise and deal with others: Do they overthink things in discussion? Do they pick up on social cues? Do they often over-analyse the actions of others, or do they let everything go over their head? Are they confident in socialising, or not? Maybe their out-of-dialogue musings are complex, but they keep to not revealing much in their speech.
. How they cope with negative emotions: Do they break down, or blame others? Or do they power through it?
. In connection to some of the above points, think about your character both from the outside and inside: How do others see them? How do they think they come across to others? How do they come across to themselves? And finally, who are they really on the inside?
An important aspect to think about especially is character motivation. I've written this one separately from the bullet points since I think it's especially important given character motivation will play a major part in driving the plot along, as well as relationships with the other characters. This might not be something you'll have a solid answer to until you start writing, but it's good to have some starting ideas.
. In the broadest and simplest sense, what does your character want? Money, fame, honour, redemption, happiness, revenge...Have a think about what it is that they strive for deep down. (If you're struggling for ideas, maybe it might help to look at the in-game Aspirations, or maybe even the Traits will give you some ideas).
. How far are they willing to go to get it? Are there limits they won't go to in order to get what they want? Or are they willing to step on whoever's toes? This might be a change that occurs over the story, that's always an interesting concept. Seeing the well-behaved character slowly and gradually challenge what is acceptable...
. Who, or what 'kickstarted' this motivation? Some people just naturally come to want something, maybe as they grow up and/or their general interests, hobbies etc. change. Some motivations are brought on by events, though. Maybe harm done to a loved one motivates them to seek revenge, or something they did in their past motivates them to seek forgiveness or redemption for their actions.
For challenge players, you can always define your characters through funny commentary, I always like seeing that. One story had one generation founder constantly break the fourth wall and be the only one who realised they were in a game and it made them stand out in a comical way.
Let me start off by saying: Plot is my weak point. I struggle to organise ideas when both reading and writing, I always have done. As usual, for plots it's best to think of your favourite plots from stories or a 'stock plot' like The Hero's Journey, Wretched Excess etc. It's also good to think about any potential plot points that come to mind straight away, so then you have starting points and can fill in the gaps- this is generally what I do. And honestly, I don't think it's that bad to re-use themes and plot pieces sometimes. Sometimes it works better to stick with what you're familiar with, than it is to try a thousand things at once that are new or different to you.
Do you see yourself as a 'plotter' or a 'pantser'? I'm a bit of both, though I'm leaning towards more of a plotter now. I wish I could write everything by the seat of my pants, but sadly I can't.
The way I initially began planning for a longer, more in-depth story is by making a table in a word processing document that is one column wide, with loads of rows. Just one giant row of loads of columns. Each box in this table will be for specific notes, and the order of these notes in the planning table goes like this:
. Title ideas/preliminary ideas: What it says on the tin, and the very, very first ideas for the story.
. Rough story ideas: Any ideas that come to me in the pre-planning stage go here. Ideas for anything at all- screenshots, scenes, lines of dialogue, anything!
.Background information to be aware of: Any relevant lore or research goes here. Sometimes I keep story research in a separate document.
. Previous story points to be aware of: Any previous characters or events to be aware of to aid in consistency.
. Current plot threads: Keeping track of plot threads that need to be resolved in some way, to help prevent plot holes.
. Character info: Character information in varying levels of depth. At this point, this usually only covers main characters.
. Character Development: This almost always changes halfway through, but this is my plan for how characters will change as the story goes on, and the events and characters that will be catalysts for that change.
. Backstory: Character backstory goes here instead, to keep things organised.
. Ideas for future chapters: Any ideas at all for upcoming chapters, no matter how vague. This also includes things that absolutely have to happen later on.
. Story ideas: Various boxes, all of which have more detailed story ideas. At the moment these are defined by specific events, and these are just for the direction of the story.
. Chapter (X): The main story planning, with one box for every chapter. This is where the story starts to be sorted by chapters as opposed to just events. Things always get swapped around during the writing process: Some things get moved until later, moved to happen earlier, or omitted/changed entirely.
The general idea as I'm going, is that each chapter has to move at least something forward. We learn something new about someone, a character's actions have changed something or caused a consequence, a character has learned something, etc. Somehow things have to be different from the beginning of the chapter to the end of the chapter and that is generally how I go about it. Whilst a lot of people frown on whole chapters that 'info-dump', for some stories it might be necessary- especially for futuristic or alternate history stories where the author will need some filling-in on the general state of this unfamiliar world.
Again, how much you want to/need to plan depends on what you're doing. Nowadays I write narratively, and the game has little bearing on the actual story.
If you're going with a gameplay or challenge-driven story you probably won't need much planning, if any at all.If it helps, it's worth doing what you can to create associations of some type within your planning- whether it's symbols, bold/italic, colour-coding, anything. That might aid you in keeping important bits of the notes tied together somehow, whether it's done by scene, character, important plot points etc.
It may help to highlight important bits as well in your word processor, so you can easily find things you know you have to go back to soon. I sometimes do this since I easily get lost in my own notes...
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Other Planning Ideas
. Starting from the end: It might be easier to go backwards if you come up with your ending before your intro. You can always start with your end point, and then figure out how you got there.
. Mind-maps: If a massive list of boxes doesn't sound ideal, it might help do a sort of mind-map or flowchart. This is better if you are the sort of person who'd rather take in small bite-sized pieces at a time. You could have one mind-map for the beginning, middle and end, and then do little branches off for different events. And then from those branches, possibly add more for other details surrounding that specific story event, or things to remember for later on down the line.
. 'Snowflake method': Put simply, it's writing down a simple plot point or idea and then continually expanding on it until it's at the level of detail you need for your plan- the way a typical snowflake's points branch out. As a random example: - Dave goes to get some cheese. - Dave has discovered a monster in his kitchen, and it demands a block of cheese or Dave's life. Terrified, Dave goes out to get some cheese to appease the monster. - A monster that can only live off of cheese is used to eating the bits of dropped cheese off Dave's kitchen floor, but Dave has decided to do more cleaning now his girlfriend is moving in. Desperate for survival, the monster has escaped its hiding place, demanding a block of cheese from Dave for its survival. If Dave does not supply cheese, he will be killed by the monster.
. 'Five-part narrative'/Pyramid: Breaking down your story into the five main parts of most stories: - Exposition: This is mainly setting up the world of your story - the setting, the main goings-on in the area, the characters we will be following throughout the story, and also the driving point which sets the main characters ahead doing plot stuff. - Rising action: The rising action is generally the part where the characters' antics, or possibly something caused by the world around them, sets stakes higher and puts more pressure on them. Perhaps the character has made a grave mistake. People could be after them. Or perhaps some kind of natural disaster has caused massive issues for the character. How will they come to navigate all of this? - Climax: The rise up to the 'turning point' or the height of the drama in your story. Maybe your character finally has some kind of breakdown, their actions have led them into the worst situation possible, but good can arise from this...or your character can just keep going down the slippery slope. - Falling Action: This is generally the process of gradually resolving all that has happened during the story. Maybe the main characters have realised their mistakes and aim to solve them, or perhaps your characters have overcome the main antagonist, or possibly made peace with them somehow. - Denouement: The resolution to the story, or at least where the characters end up. Then again, who's to say that everything will be resolved by the end if you want to make a series rather than a one-off? And who's to say the resolution will be a clean pretty one?
. For the challenge/game-driven writers: It helps to make notes of anything that happens in-game that could become a plot idea. Whether it's something from a mod, Lifestyles, Sentiments, or other autonomous actions- anything that gives you idea for a potential relationship change, conflict or story point, jot it down and maybe you can build on it later. If your Sims end up with positive or negative Sentiments for each other, then maybe it could be fun to come up with a reason why they feel that way.
My biggest piece of advice is: If you are stuck with what to do next in a story, let the game do some of the storytelling for you if you need to. Look at what happens autonomously, Likes/Dislikes, traits, anything caused by mods that add story depth to the game, Sentiments that people have for others etc. You probably even have mods that actually add some real depth to the game that you can go off of. It's a great way to help you get new ideas. It's gotten me through a lot of brick walls in the plot.
. Do not use ChatGPT or any generative AI! The whole point of creative writing is the CREATIVE part and neither of these are at all creative. Don't bother writing a story if you can't be bothered to do the writing.
. Be sure to try and use content warnings for aspects of the story that may need it. You can use the trigger tags and can warn in chapter headers. You can't catch everything, of course you can't, but it's a helpful way to help a reader decide whether or not it's worth getting into a story, or whether they may want to skip a page or chapter. My own story has a lot of potential triggers so I warn about them as much as possible.
. Portrayal is not automatically endorsement. Your story does not have to be entirely morally-pure and neither do your characters. Not every story is about the perfect people who do no wrong and somehow manage to tick every box on how to be the perfect Leftist. You also don't have to provide disclaimers on the fact you are not okay with what's being portrayed, but you can do so if you want to save your own skin.
. Do not worry too much about word counts. Some people like to keep an eye on word counts, but make sure you're not letting it dictate your entire workflow. It's great to have goals to keep you going, but to let them define your work entirely can get stressful. If you miss your goals, don't beat yourself up about it.
. Use online generators if necessary! Names, plot points, rough plot outlines, there are generators for everything online. They are there both for fun and to help you get a starting point, and you are NOT cheating for using them! No other writer ever does absolutely everything themselves. We all get ideas from somewhere, so there's absolutely zero shame in using generators for ideas and such.
. Do not get hung up on looking for writing advice. I know, I just gave my advice and yet I'm saying this! Over the years I've looked at so many writing advice blogs, and almost all of it has been useless to me in the long run. Most of my learning has been from reading others' writing, and I have also learned from other kinds of art as well- films, pictures, etc. Do not rely too much on one person's style or advice. It's no good wanting to be someone else, and take that from someone who's been super jealous of loads of creators over the years. Whether it's art or writing, I've learned more from looking at others' art than I ever have from people who've told me how to do it. On top of that, don't let others' advice dictate what you do too much. After all, people are so quick to label absolutely anything as 'bad writing' these days. Continuing on from this point...
. Do not let others' writing advice become super-strict rules. Including my own! The problem with some people and their advice, is that they tend to think their way is the only way, for everyone. And as I mentioned earlier, people are quick to slap the latest cool 'smart writer's term on anything. Remember when Mary-Sue/Marty-Stu started off as an overpowered character who never faces consequences, but then seemingly became any character with supernatural powers and/or unnatural hair and eye colours? Remember when we got taught 'said is dead' in primary school, and then authors and Internet writers suddenly became obsessed with it to the point where you were terrible for using 'said' at all?
All of those writing blogs demanding complete originality when every conceivable story is inspired by something, subconsciously or otherwise? Getting thrown overboard for using clichés? The same three authors being used as a style model? It's great to take inspiration from other people, but don't think that others' writing advice is always 100% going to improve your writing because as I have said ad nauseum throughout this whole thing- art is subjective. Even if the advice-giver is an excellent author that's been published 1205 times, that doesn't necessarily mean their way is the only way for everyone. My likes and dislikes are not ultimate. Neither are theirs, and neither are yours. Write the clichéd character, add the cool thing because it's fun, use 'said' all of the time, enjoy yourself.
. Also worth adding that just because someone writes their writing 'advice' in an incredibly harsh or 'my way is the only way' manner, it doesn't mean they're 100% right and that you should change how you do things because a bored stranger on the Internet thinks they're the last word on how to create things. You are not going to please everyone, and that's fine. And let's face it- some people are never pleased. Ever. Don’t write to please these types of people, it’s not worth it. I've come across them plenty of times in the past on creative websites, and I've fallen into the trap of trying to do what they say because they must be right, right? And really, why should I? Why should anyone?
Don't fall into the trap of feeling like you have to do what the angry man on Wordpress told everyone to do. Maybe these types occasionally have something good to share, but you should only use writing advice you find genuinely helpful to you.
. When it comes to doing research on things like stereotypes or tired archetypes / plotlines for certain marginalised groups, be aware that everyone has a different opinion on what is harmful and what isn't. You cannot write a character of any experience that every single person will agree with or consider to be a sympathetic portrayal. One man's good representation is another man's problematic.
You are also occasionally going to find some people writing these portrayal guides who will consider every experience out of their own individual one to be wrong (I've come across plenty of 'how to write autistic characters' guides where the autistic writer is convinced their experiences are the only kind of 'proper' autistic experience... and we are all very different people in reality!). Try to get a rough idea from multiple sources and go from there.
. In addition to the above: Go careful where you get your research/advice from. I will happily admit when I don't know what I'm talking about sometimes. Other people, not so much. Go careful who you choose to do any research from. On top of that, when you are looking for advice specific to a culture or identity, most of the time it's best to find things written by people who are actually a part of the group. It's good to be as thorough as you can.
. Be imperfect. No-one is a perfect writer, though some certainly think they are! Perfectionism is common, but in my opinion it holds people back a lot of the time. Don't stress too much- SimLit is meant to be a fun hobby.
. Always aim to finish your work. Even if you have to pull a plot point out of your backside to do it, try to finish everything where you can. I have only ever discontinued one story, and that was only five chapters into it. If you're having trouble, don't be afraid to leave a project for a while. I find in the meantime, I come up with new ideas. Sometimes a necessary distance to a project is needed to see it in a different light, and then any issues can be (hopefully) figured out.
. Don't get caught up in the 'reboot loop'. It's a dangerous game, to constantly want to re-do your work. I'd know - I have a personal project that's been rebooted over 10 times and still not completed that's been a work-in-progress since almost 2014. Don't get caught up in it otherwise you'll never finish anything. If there's something you don't like, assess first if it's best to just move on with the story despite it. In connection to my above point, I'd rather a story be finished badly, personally, than not finished at all.
. Do not get put off by low reader numbers or lack of comments. It's part of the creative process- either you'll get feedback or you won't. People nowadays tend to go for shorter stories either due to not having time, language barriers are also a thing that can put people off a longer prose-based story, or due to the modern age trying to make everything as succinct as possible - and like I said earlier, a lot of people are tired busy adults and likely won't have time.
Some things are also typically more niche than others.
Do not publicly whine or guilt-trip people over lack of feedback or attention. There are always going to be times where lack of attention to your work will get you down, and in my eyes, that's a good sign to take a break from it until the passion for creation comes back to you. Otherwise the story will likely suffer for it as will your wellbeing.
. Do not get put off by negative critique. Critique can be helpful, but let's face it, many people often don't know how to write a good or useful critique and a lot of people nowadays want to be a edgy, feisty caustic critic, might as well say it. Even if someone is nice about it, your first reaction might be ‘owch’.
Keep the useful critique in mind, bin the rest. You don't need to change anything about your story, at the end of the day nobody can force you to do that - but it's also not healthy to ignore absolutely all critique completely. Sometimes others' ideas can be helpful. Sometimes.
. Jarte - A free fancier version of Wordpad that I use for note-taking and plot-planning.
. My planning document and character questions linked earlier.
. MyNoise - If you like background noise to focus but music isn't for you, these are various noise machines. It includes chanting, white noise, natural sounds (thunder, rain etc), bar ambience and much more. There's an amazing selection.
. Writing Plot Prompts and Generators - A bunch of generators for plot-related events. Rough plots, possible things that could go wrong, ideas for how characters meet and general writing prompts.
. Character Generator - A bunch of character-related generators that will generate all sorts of ideas- from rough descriptions, to in-detail outlines, to causes of death, and a separate generator for ideas for LGBT+ characters as well.
. Evernote- a free (with paid options) note-taking app for mobile and for PC. It allows you to create to-do lists, clip whole web pages, screenshots, articles PDFs and bookmarks - great for storing research or other important things! You can also sync your PC notes with your mobile ones so you always have a space to dump your ideas wherever you come up with them.
. Random Town Name Generator - with some fun tidbits about town naming in general.
. Fantasy Map Generator - for the super-world-builders!
I hope this has given you something of a starting point, or has otherwise given you something else to think about. Happy writing!
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Hi!! I wanted to say that I loved reading about your journey of creating a personal website. I'm still unsure between Vercel and Netlify. I have a small question to ask. See, one of the reasons I want to make a website is to archive drawings and journal/sketchbook. Would you have any tips for creating an area on my website just for the diary/journal, which has tags, files for each entry, etc.?
Bello!
Really happy to hear about your interest in websites! I want everyone to make their own site so I don't have to log into social media and get instant tummyaches ♥
Vercel vs Netlify: I think I settled on Vercel for absolutely no reason whatsoever. I just made a site on Netlify, then tested on Vercel, and now I have like 5 websites on Vercel so I just kept using it LOL. I'm sure a more tech-savvy person would know the difference - I think they have certain integrations with specific programs.
Creating a diary or journal with tags:
There's a couple of different ways you can do that, with different levels of work needed.
you got me yapping again:
This sadgrl tutorial might be outdated and may or may not work, but explains the process better than I can.
Easiest: make a journal on Dreamwidth, or another blogging site (wordpress??) that allows easy tags and RSS feed, and embed that RSS feed onto your site.
This requires almost no HTML set-up, and the easiest to organize tags, but you don't truly have the data on your own site since it's just embedded.
When I snuck into a web design class at college, this was one of the methods that the professor used for a blog within a portfolio site LOL.
Shit like wordpress is what a LOT of ~professional~ sites do for their blog section. They code it separately from the main site haha. It's the most popular thing, but not necessarily the best. And wait til you read on what the CEO of wordpress has been having meltdowns about... he owns tumblr too!
It's made with a tutorial for Neocities if that's what you use.
Medium: Set up zonelets.
It will require some HTML and JS editing, but will help automate making headers/footers for each page of a blog.
I've never used it myself, but I see other people speak highly of it.
HARD FOR ME CUZ I'M A GORILLA: I believe a lot of professional web devs will slap your face with their coding cock until you use a static site generator (SSG) to make your site.
You will need some coding knowledge to set up the tagging system since it doesn't come with it enabled by default. But it's made explicitly to be an alternative to big Static Site Generators which are...
It requires some more intimidating knowledge, because it's a lot of scripts that turn files that are not HTML/CSS/JS into plain HTML.
Also you have to use the command line, and that doesn't come with buttons that tell you what you can do. You have to copy/paste all that shit or memorize the code to 'dev build astro' and it all looks silly.
I've used Eleventy, and now am using Astro. Other people use Hugo or Jekyll or some other stuff with crazy names like Glup Shitto. I hate all these sites cuz none of the words mean anything to me. This is a common theme for me and tech. I don't know what NODES or CONTENT or ISLANDS are!!!
I had the most success attempting to learn how to use a SSG by downloading a template and altering it with github + VScodium. Here's the template page for Astro. You click on a theme you like, and it takes you to its github page. (If you don't want to use evil Microsoft stuff sorry. Skip this entire section.) Follow the instructions on the page for "forking" the glup shitto. When it tells you to run commands, I run those commands through the terminal window in VScodium. These tutorials never tell you what these commands do cuz they assume you already know. Usually those commands automatically install the files you need onto your computer, and create the final files.
You can see my wip here for a "tag system" that SHOULD show members of a web listing haha but I don't know what I'm doing and I have a reading disorder AND don't know cumputer good.
THEORETICALLY this will be the simplest and easiest way to maintain tags and files, because after you set it up you just have to write the "content" of the blog page. And you don't have to set up the header/footer ever again. I see the vision, and potential, but I am not there yet when it takes me 5 hours a day to figure out what any of the words in the documentation mean and I don't want to ask an actual tech person cuz they will be like 'obviously just press the Blip on the Repository and then Suck My Ass in the command line".
(side note I haven't updated fujofans in like a year cuz I'm struggling with this part to make updating easier).
Con: the final HTML/CSS code is really ugly if it's "minified", and a lot of themes use """"""professional"""""" CSS libraries like Bootstrap and Tailwind that I honestly think are ugly cuz that's what every fuckin' tech website uses to style their pages and make them look Professional and Minimalist with stupid code like style="500-w dark-gray-balls D-cup-bra" on every single element. Even Toyhouse uses Bootstrap. Eugh!
But maybe you're smarter than me and can wrangle these things better!
That was really long. Woops. I hope you can slug through this wall of text and find something helpful. Feel free to email me if you have any more specific questions. I may or may not be helpful.
If someone else sees this and has better suggestions for making BLOGS, please chime in. I'm begging you.
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Once More - On Creating a Personal Website
Over the weekend, I wrote the above post on my main blog about a new FREE webhost called Nekoweb. While I still use Neocities myself, I just wanted to toss this out here as an alternative, especially given where sites like this and WordPress are going in terms of the lack of your content's safety and your control of your work.
Learning basic HTML is pretty straightforward, and there's lots of templates out there to get you started. Once you get the hang of it, you might surprise yourself with how much fun you have designing your own site and not being held back by anyone else's design and content choices!
The cool thing is, you can make your own website, then link your stuff here (like I did above) to share it to any social media you like. But it's not TIED specifically to Tumblr or X or Bluesky because you host it somewhere else. So, you can still post it to social media to get the word out about your writing or art, while maintaining control of where it lives in the long run.
HTML files can be backed up. So if something happens to your host, as long as you keep your website files on your computer or other media, you can always turn around and upload it to a new host. No fear of having your stuff wiped forever because it's locked in a social media account database you can never reach.
Just some considerations!
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Advice; Where to Make Rules and About Pages
If you've read my advice post about the difference between about and rules pages and why they're both important, you may not be wondering the best way to make them. The good news is, there are plenty of options!
Tumblr
The simplest choice. In the past, people would make custom pages on their theme. However, since dash view has become popular (and you can't view custom pages via it, nor can you view them on mobile), most people simply post their about/rules page as a normal text post, and link to it in their pinned post. If you have a custom theme, make sure to link the pages in the navigation bar too!
Using a plain Tumblr post increases your page's readability, but reduces the amount of formatting you can do. If you make your pages elsewhere, you will be able to customise them a lot more.
Carrd
A free website maker. You can make a small site with a free account, and the prices are pretty reasonable if you need to make a bigger site. Carrd has a minimalist aesthetic, and it will also adjust what you make to fit a mobile browser (though this may break your formatting if you have designed something complicated).
Carrd is easy to use, but it is best used for simple designs. If you want to do something more complicated than a basic Carrd layout, you're going to spend a lot of time trying to make the formatting work. If you want multiple pages for your site, you're also going to spend a lot of time formatting as you can't clone pages, therefore have to recreate each one every time instead.
It uses markdown for formatting text. If you're familiar with it, this can speed up writing, but it may slow you down if you've never used it before.
One of the benefits of Carrd is that there are lots of free templates available within the rpc! Here are resources I found with a quick Google search, but there are plenty more out there if you look for them: [x] [x] [x]
Weebly
Another free website maker. You can make more for free here than you can on Carrd. Weebly sites should adapt to work on a mobile browser.
I've never seen anybody use Weebly for about/rules pages, but I do recommend it! It's very easy to use, and, unlike Carrd, you can copy and paste entire pages. This makes it ideal if you have lots of muses that you want to make individual about pages for.
It uses a more typical text editor than Carrd. Instead of markdown, it's more like Microsoft Word - where you highlight text and click buttons to add formatting. You also have HTML/CSS options.
Weebly does offer some free templates, but you're likely to want to edit them to suit your needs more. This is okay! It isn't difficult to do!
Google Docs
A popular, completely free option. As with Carrd, there are plenty of templates and resources within the rpc (here are three examples: [x] [x] [x]). These pages will be viewable on a mobile browser, but the theme may not translate well. Keep readability in mind if you use this option.
If you use this option, also make sure the link you share is viewer only and doesn't have editor permissions!
Other Options (WordPress, Self-Hosting, etc)
Don't feel you have to follow the crowd. If you like to use WordPress, use WordPress. You could also use Neocities, or any other website builder!
Personally, I already own a web domain because I have websites for other online activities, so I use about pages that I've coded from scratch and host them myself. For my rules page, I just use a Tumblr text post that's linked in my pinned post. In the past, I've used Carrd and Tumblr pages for about pages.
If you want to write your site using HTML, some free website hosters will allow you to do this (Neocities, for example). If you're interested in coding, I do recommend this! It allows you to have full customisability, and coding can be a really useful skill. However, one downside of this is it can make your pages hard to read on a mobile browser. It's up to you to decide how important this is.
If you're interested in learning HTML (as well as CSS, JavaScript, and other coding languages), this site is a great resource!
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Dev Pile 2025-06 — Starter Kit
Making dev piles is a new experience for the blog in that they are explicitly deliberately timely. Where most of the work on this blog is thrown weeks, sometimes months in advance if it doesn’t fit neatly in a single spot, I am trying to make sure I write any given Dev Pile article covering the ‘week before’ the article goes up. This is a new kind of work for me, and it’s necessitated working ahead.
The week this article is being ‘written in’ is the week after Cancon. I had a plan for this week: I was going to spend the week writing an article developing the game dev I did, at cancon, in the dull periods at the table between the sales. Thing is, this year, that did not happen – Cancon was pretty much completely constant, so much so that the first day I didn’t even notice I never pulled out my notebook and what notes did get taken during the whole event were surface, or sketching out some minor ideas.
Therefore instead of a single intense focus here, this is going to be something of a hello and hey, here’s how to get started article about game making, tools, and prototyping.
Who Can Make Games?
You can make games. I can make games. Anyone who wants to can make games. The access you have to industrial scale production equipment to make the game you’re designing into something that looks like conventional product is a little more attainable than you may think, thanks to modern tools.
The core of you making games is this: Can you explain a set of rules to another player that let them understand how to play the game?
Great, then you’ve made a game. The next step is working out how to make that game the kind of game you want it to be. And to paraphrase what Adam Savage once said, the difference between doing game development and screwing around is just writing things down.
Tools
First things first, if you have a tool you like for any of the stated purposes, then you should use the tool you like. The tools I describe here should all be free, but that can make them less convenient in ways you may not like.
To write rulebooks, I use LibreOffice. This is a text editor in the same vein as Pages and Word, and much like Google Docs. We’ve pretty much solved ‘writing in a document for a computer user to read’ as a format, and that format has been kinda the same for thirty years. Notably, a formal editor like this lets you do tables and give texts formatting entries like heading styles, which means you don’t have to work to translate that stuff to a website like a wordpress content management system. Under the hood, these two things know how to talk to one another.
Notepad is a valuable tool as well for when you need ‘scrap’ text – no formatting, just some numbers or the like, but literally anything will do here.
Almost inevitably any given game design I have will need a spreadsheet. Sometimes a spreadsheet lets me present a skeleton of a game, with say, a sheet of 52 entries that just indicate the information on a card’s face. That means I use LibreCalc, but I only started using that seven months ago, when I learned about the IFS function. The version of Excel I was using from 2007 didn’t have this ‘new’ functionality, and I found that very useful. You may ask: How often do you need ‘IFS’ in game development and the answer is never. There are definitely thihngs I can use spreadsheets for, but these functions are not super necessary.
To do visual editing I use GIMP, pronounced ‘noo-imp,’ because gimp is a silly word to use in everyday conversation and it has worn its welcome out in my tongue. GIMP is a program that takes some getting used to, but the heart of what it is is a powerful photoshop-level program that puts almost everything it has directly under your control, including warp tools, healing tools, stamp tools and other simple filters. I will usually use GIMP to generate a template file or example for how a card should look, and then, when I want to put those cards into a file to make a pdf for printing, I turn to…
Scribus! Scribus is my layout and DTP program that I avoid using in every situation I can. I dislike Scribus interface a lot, and as a result, I route around it – I try to make sure that if I’m doing something in a design that Scribus ‘could’ do, I will ensure that Scribus is the only thing that can do it, and if something else can do it, I’ll do it that way. This is a combination of familiarity and convenience: Scribus is by no means a bad program, I’m sure, but I don’t like using it and it feels very easy to break things, which means when I do use it, I’m probably using it ‘wrong,’ and a Scribus expert would want to correct my technique.
For making simple slideshow videos, where I just show a thing, talk about it, and move on, I use the program OBS, which you can use for rules tutorials or explainers. OBS has its own ability to do slides – which you can make in a slideshow program like Google Slides or powerpoint or Prezi if you like – and then you talk over it, advancing the slides in OBS. It’s a very powerful, very flexible tool, but I can understand if it’s a bit overwhelming to start with.
If you want to record audio for your game, which is a cool thing to do, I use Audacity. It’s a simple audio program if you’re just using it for its basic functions, but it can be great if (for example) you want to record audio diaries of your creation process.
Also, mixed in with this is, cardboard, paper, scissors and glue. Playing cards need a standardised form so you can make a ‘blank’ deck of cards by taking an ordinary deck of cards and putting large, white, laundry stickers on each face, ‘wiping’ it so you can write what you want on the face.
Art Though?
I use free art where I can. There’s a lot of art assets, paid and free over on itch.io, which you can definitely use to make your game work look more interesting than base. And of course…
Bandaid tearing off time,
There are free image generators that you can use if you are comfortable with that. My advice is that you should only ever use generators for ‘zero value’ forms of media; that is, nothing you intend to sell and nothing you intend to use as identifying for yourself; don’t use a generator for a logo for your identity or brand, for example, because that’s uncopyrightable and then someone can just copy it. Even if they don’t, the fact they can undermines the copyright value of designing your own logo and title.
But yeah, image generators are available online. When I need an image for an example, the one I recommend using is dezgo, because it doesn’t require a login, doesn’t require you to pay money, and all it asks of you is time to let it finish working. You’re not going to get timely bulk media out of it, but that means, in my mind, that any artwork it generates is going to be worth scrutinising and editing to make it more appropriate to your needs. This is part of a greater conversation, but for now, the important thing is that if you’re going to use generative tools you need to make sure you recognise what they’re bad at and what they’re bad for.
Getting Started?
Alright, you have some tools to make what you have in mind more possible. What I recommend you do, and I will delve more into this later in the week, is make a prototype, and then, once you have the prototype, look at it seriously.
You’re going to have to get your head around the question what do I like without asking the followup question why at first. What is it about your prototype that satisfies you? What would you change if you could? Why isn’t it satisfying to you, what about it makes you concerned. Are there things you haven’t thought about because of biases you have? Is it a game you can’t play with one hand?
The point is the prototype marks the point you start finding out. You don’t need a perfect game to prototype – indeed, I have a lot of very ugly games as prototypes and I think those ugly prototypes work really well as a place to start working out what to do next.
Check it out on PRESS.exe to see it with images and links!
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I know you mentioned you had web development experience. Do you have any HTML/CSS courses you would recommend or people to follow or YouTube channels or anything? How did you learn it? I work in SEO and would like to get a better grasp on the web and coding side of things. Also good with your job search bestie!
thank you! i was self-taught and think that's the best/easiest way to learn. check out the code of a site you like, try to recreate it/mess with it on your own, make tumblr themes (for css)! i learned the essentials by making my own goofy websites on neocities. but i don't keep up with my education now, i have a good idea of the fundamentals. plus, unless you want to be a front-end developer, it's unlikely you'd need to know anything beyond basic html/css - most organizations probably use a cms like wordpress that allows you to implement templates and update things very easily without touching code. but understanding the basics can be helpful, it's definitely a plus.
but i have heard good things about university of michigan's course: https://online.umich.edu/series/web-design-for-everybody/ i believe it's free on coursera!
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Hey Krad, do you have any advice for starting a website like yours? I love the idea of starting a website to host my fandom and personal portfolio, and maybe get back a piece of the old internet. How did you put yours together?
hey there! great question, and the good news is there's a lot of ways to go about it.
the bad news is, there's a lot of ways to go about it.
to simplify things, there's kind of ... three "tiers" to the back-end of how to create a website. let's break it down below.
high ease, low customization. (wix, weebly, squarespace, etc. you pay a company + they give you a bunch of themes and pre-made pages for you to drop images in.) can have one of these online in 2-3 hours, but it often "feels" templated and sterile.
medium ease, medium customization. (making a theme from scrach with tumblr's custom code editor, hybrid sites with some pages in pure code, some with wordpress grafted onto some subdomains). this is what i'd classify my site as, as I use wordpress for my logs for brainless updating. while i'm confident coding single/static pages, i just don't have the time or brainwidth right now to make a complex archiving system.
low ease, high customization. (neocities, pure html/css/coding). the downsides to this is oftentimes these sites are not phone-friendly, and there's a steep learning curve. but for the quintessential "old internet" experience, by far the best route to take. there's also something really empowering about learning why things work the way they do.)
some of this can be super intimidating if you're starting from 0 coding knowledge; there's no shame in switching to a templating software. hell i started with weebly and dicking around in tumblr's custom code template for a solid 5 years before making my current site, and that was with a previous 5 years of sketchy html experience) you're not gonna learn everything overnight.
but! as long as you keep a curious and inquisitive mind, you can't go wrong.
one last encouragement: there's kind of a mini renaissance with custom sites right now, especially in neocities circles, so you're kinda in luck in that there's more resources than ever. i love scumsuck's guides, and fancoders (the community) is also all over this too.
good luck!
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WordPress Shifts in industry news I am not a part of but enjoy gossiping about
I used to do a a lot of work using WordPress as a system. It's easy, cheap to build and maintain with, etc.
I do not anymore. This has nothing to do with WordPress. It was exclusively a "a few years ago I received the opportunity to bow out of the industry as a graphic designer in order to pursue a cocktail of art, fantasy, economy, and business"
I used to be a customer of Advanced Custom Fields. I am no longer, for the same reason as above, I am no longer a web developer. Their service was good to me and I enjoyed it tremendously while I had it.
I have therefore no stake in this game and thus no public opinion.
And yet I enjoy the drama of it all so here we are.
WordPress is forking.
Or maybe it isn't a fork.
The core, mesmerizing, (and I do not say this lightly) potentially civilization changing beauty of open source software is the ability to meet different, often diametrically opposing, priorities.
"Civilization-changing is kinda heavy language?"
via
No :)
A significant portion of the internet as we know it today is powered by WordPress. It has and will continue to shape the entire scope and scale of internet development for longer than anyone reading this will be alive -- for good and for ill.
WordPress was primarily a blogging system that could build websites as well. With the introduction of externally-based Advanced Custom Fields, it became a powerhouse web builder as well.
The short version: You could easily say "put this image / text / whatever here in the template."
It was a game changer to many smaller scale developers (hi) with a tiny staff. It allowed us (me + team) to grow much more powerful very quickly and very affordably.
Digging into the news further, there is / was chatter about pulling in the core functionality of ACF into WP's main system.
It brings an interesting point to the open source space.
And goes to my original points above.
If you make something open, how much control do you have over it? If you profit from it, how long can this last before it gets pulled into the core?
That is a risk as a developer -- you could potentially lose your business because it gets folded into the larger entity, but on the other hand, until that point, your reward was immediate accessibility to a market / system a million times larger than you, that you had previously no hand in building.
It is a tragedy of the commons.
I had long forgotten this phrase.
I'm familiar with the concept -- a public finite resource is at risk of overuse from all because it is available to all -- it largely joins with the core issue of economics itself -- how do you find balance with finite resources and infinite desires.
It is the nature of art on the internet.
Artists want to make art and it to be seen, they put it online. Audiences do not by nature owe them anything, the art is available to view for free, but without audience support, the art will stop or degrade in posting frequency.
More directly, to the WordPress sphere, what is the responsibility to the core system (thus other users)? What is the responsibility of the users to the core system?
Objectively speaking, building and maintaining a system like WordPress requires a lot of resources.
The open source nature allows for competing priorities to be served provided enough resources, because you can always say "I don't want to follow your path of ABC, I want to do BCD" and then do that.
The open source nature also allows you to say "I made a widget, it costs $100/year"
But the core can say "Hm. That would make our system stronger. Yoink. Now it's ours and is free."
Then you have a market race to push to build the better whatever.
I...
...do not have answers.
To any of this.
I am left realizing.
It feels like macroeconomics and personal economics grinding against each other in a way that is traditionally seen across countries (if not the world) and decades (if not centuries) -- but in this instance, it's a much smaller scale (kinda? WP powers a lot of the internet and influences a significant portion of what it doesn't power).
And weeks and months.
Instead of decades and centuries.
This is a fun piece of bone to chew on.
I freely admit it is fun exclusively because I am not involved. If I were, it would be fucking nerve wracking.
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Apologies if you’ve answered this sort of question before but may I ask how you made your website? As a writer who’s looking into publishing stuff online I’ve done some (admittedly rather minimal) research on making websites but I really like the way yours is set up and haven’t so far seen a good way to accomplish a straightforward navigation system like you have. Did you just purchase a domain and start from scratch or was there some sort of template you were able to build off of? I am still in the process of figuring out how websites work to begin with - feel free to discard I just really like your set up and was wondering how you put it together
I made a free Wordpress website and just poked around their templates until I found something I could live with. It's not set up exactly how I want but that's because I don't know anything about programming. I upgraded to a paid site when my patreon income made that viable.
But yeah it's a free Wordpress template. I just designed it to make it as easy as possible for people to find the pages they wanted (which should be the #1 priority in all website design, so many websites are full of bullshit).
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Vocaloid Lyrics Wiki is Migrating to Miraheze!
Been a while since I made an actual original post, and not sure how many of my original followers are still here (or even care about this kind of thing, considering I'm mainly a politics blog nowadays, but you know, this is basically the only social media platform I have anymore, not counting Discord).
Anyway, for the past few years, I've picked up a CN -> EN fan translating hobby and have been sporadically translating some vocal synth songs, posted at my own Wordpress as well as the Vocaloid Lyrics Wiki. Those who were in the fandom in the 2010s have probably heard of the wiki before, since it was basically the main hub of translation activity back then.
Well, almost fifteen years later, it's still going strong! And, with recent changes in implementation to Fandom policy, the wiki has finally decided to throw off the shackles of Fandom webhosting and move to Miraheze instead. I'll copy-paste the blurb I wrote for other vocal synth wiki discord servers about this:
Hi, so some folks might be aware of this already, but Vocaloid Lyrics Wiki has migrated to a new site on Miraheze. The admins of VLW has written a Google Doc explaining in detail the whys of the migration, if you want to check it out, but the long and short of it is that the new policy on lyrics removal has made our stay on Fandom untenable. Miraheze, in contrast, has agreed to host us and been much more transparent on actual policy. And, since they're on a newer MediaWiki installation with much more freedom in terms of what extensions we can install, we've been able to implement new templates and quality of life improvements on the new wiki! There's still a few kinks to work out on the new wiki, but we're open for editing now! Feel free to spread this message to other relevant servers/websites (with the exception of the old Fandom wiki -- the admins are planning on making an announcement themselves over there, once they're ready). And if you have any further questions, you can join our Discord or comment on our General Discussion page on the new wiki.
I am 100% biased because I helped with the migration (and have been wanting to move off Fandom for ages now), but I think the new site looks great!! And if anyone ever visited the old site and went "wow Fandom sucks, clicking back immediately", now you don't have to do that!
I'm also Emiliers on there -- as I am everywhere -- so feel free to hit me up!
#vocaloid#vocal synth#synthesizer v#vocaloid lyrics#i have not made an original tumblr post in so long i don't know if tags still work the same way#do they still only count the first five?? lol
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SO-31: And We're Back!
If there's a lot of engagement on this, this post is liable to get real long, beware before you expand.
No art, but I am working on it and I will add it retroactively. I hope.
Welcome to the Engagement Lounge, for April Fool (260|31) an instalment! Short comments can go in the replies, but there's a 475 character limit. Longer ones will need a reblog. Remember to @asksoldieron if you're reblogging someone else's reblog, so I can see it too!
Okay! WordPress's latest updates have given me the power to do simple things I should've been able to do years ago without a plugin - for example, freezing the backgrounds. I HAD TO REFORMAT EVERYTHING due to missing style options FINALLY being available in the templates. I may have broken some stuff trying to fix it, let me know.
And we're doing the fascism now, I guess? IRL? I mean, I'm not, but I'm definitely hearing a lot of voices ready to slide into denial or be oppressed. Like, because that's the rules. Just hand the obvious shrieking fascist all the toys and shake his hand, because anything else would be bad for democracy. I honestly did not expect that to be the story. Like, from Biden and the establishment, OK. They never believed democracy as really in danger in the first place. But I'm also seeing it from the media and individuals who are left-of-centre, politically. That shit's fucked.
I'm not certain how to amplify my assertion that the shit is fucked, and my fictionalized methods for coping with it, but the sporadic nature of the updates needs to stop. You're not gonna remember what's going on and you're gonna miss stuff!
I may need another break when this six is done, just so I can get a head start on everything I've been putting off and stop taking all these breaks. I am working on a new way of illustrating, but my eyes are also improving. I was told I'd have a year's recovery at most. I appear to still be recovering. My blurry vision isn't as bad as that sheet I rendered a few months back, I can compare. I have started driving again - short distances, no highways yet. I want to draw, but I'm not sure if I should wait and see if my eyes improve enough to give me more options, or how long I would be waiting in that case. (I definitely need to collage less. The Public Domain is infested with AI images and I can't always tell them on sight anymore. I'm not even going to be able to avoid AI by cutting up magazines like I used to, or by buying stock images. WTF?)
But, in the meantime, you get a text-based six pack! And David's back! Yaaay?
Well, I like him. Everyone in the story is more ambivalent. It is April 1st, in-universe, so maybe they'll forgive him his little prank. That's him pretending to be Erik as soon as he spins around in the chair the second time - his language is a little more sloppy than the real Erik, he can't help making fun of the kid, but it's subtle.
I will eventually get you the three versions of David's backstory, all of which have elements of the "true" one. Erik knows what really happened already - it's pretty bad. David prefers his illusions.
Did I break the screenwriting rules and have the good guys fail to save the cat? Well, you'll have to wait a while to see. I thought they'd be home by now, but there's a whole world out there to explore. It took way more words to do it any justice.
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What is a Website? A Complete Beginner’s Guide

In today’s digital age, having an online presence is not a luxury — it’s a necessity. Whether you're a business owner, content creator, or just someone curious about the web, understanding what a website is and how it functions is essential. In this guide, we’ll cover everything you need to know about websites, their components, types, benefits, and how to create one.
What is a Website?
A website is a collection of publicly accessible web pages that are linked together and share a single domain name. These pages are hosted on a web server and can include text, images, videos, forms, and other elements that users interact with online.
In simpler terms, a website is your virtual space on the internet — like your home or office in the digital world. It allows you to communicate, sell, educate, entertain, or showcase anything to a global audience.
Why is a Website Important Today?
In a world dominated by smartphones, search engines, and social media, a website acts as your central hub online. Here's why it’s important:
Visibility: A website helps you appear in search results when people look for your products, services, or information.
Credibility: A professional-looking site builds trust among your audience.
Accessibility: Your website is available 24/7, allowing customers to reach you anytime.
Marketing: It's the foundation for all your digital marketing efforts.
Sales: With e-commerce, your website can directly generate revenue.
Core Components of a Website
Every website has several key components that make it function properly:
1. Domain Name
This is your site’s address (e.g., www.digitalcreator.org.in). It’s what users type in their browser to visit your site.
2. Hosting Server
Web hosting stores your website’s data and serves it to users when requested.
3. Content Management System (CMS)
A CMS like WordPress, Joomla, or Shopify makes it easy to build and manage content on your website without coding.
4. Web Pages
These include the homepage, about us, contact, services, blog, etc., that make up your website.
5. Navigation
Menus and internal links guide visitors through your website.
Types of Websites
Different websites serve different purposes. Here are some common types:
1. Business Website
Used by companies to promote services, share information, and connect with clients.
2. E-commerce Website
Allows users to buy and sell products online. Examples include Amazon and Flipkart.
3. Portfolio Website
Ideal for creative professionals to showcase their work.
4. Blog or Personal Website
Used by individuals to share ideas, stories, or niche content regularly.
5. Educational Website
Used by schools, institutions, or educators to provide learning materials.
6. Non-profit or Government Website
Focused on delivering information and services to the public.
How to Create a Website (Step-by-Step)
Creating a website doesn’t require you to be a tech expert. Follow these steps:
Step 1: Choose a Domain Name
Pick a short, relevant, and memorable domain name. Make sure it reflects your brand or purpose.
Step 2: Get Web Hosting
Choose a reliable hosting provider like Bluehost, SiteGround, or Hostinger.
Step 3: Select a CMS or Website Builder
Use platforms like WordPress, Wix, or Shopify to start building your website.
Step 4: Design Your Website
Choose a theme or template. Customize colors, fonts, and layout to match your brand.
Step 5: Add Content
Create and publish pages like Home, About, Services, and Contact. Use quality visuals and optimized text.
Step 6: Optimize for SEO
Use keywords (like website) naturally, optimize images, and ensure fast load speed.
Step 7: Launch and Promote
Once satisfied, make your website live. Share it on social media and start your SEO or ad campaigns.
Best Practices for a Great Website
Responsive Design: Ensure your site works well on all devices.
Fast Loading Speed: Use compressed images and optimized code.
Clear Navigation: Make it easy for users to find what they need.
Secure (HTTPS): Use an SSL certificate to protect data.
Call-to-Action (CTA): Guide visitors toward actions like “Buy Now” or “Contact Us.”
Examples of Great Websites
A well-designed and fully functional example is www.digitalcreator.org.in. It demonstrates how a website can showcase services, build trust, and attract new clients efficiently.
LSI Keywords to Keep in Mind
While writing or optimizing your website, include these Latent Semantic Indexing (LSI) keywords to enhance search performance:
Web design
Online presence
Website development
Internet site
Web page
Digital platform
Domain and hosting
CMS (Content Management System)
Website builder
E-commerce site
Frequently Asked Questions (FAQs)
1. What is the purpose of a website?
A website helps individuals or businesses share information, sell products, provide services, or connect with others online.
2. How much does it cost to build a website?
Costs vary based on design, features, and hosting. Basic websites can cost as low as ₹3,000–₹10,000, while advanced ones may go up to ₹1 lakh or more.
3. Do I need coding skills to create a website?
No. Tools like WordPress or Wix allow you to build a full website without writing any code.
4. How long does it take to build a website?
A simple website can be built in 1–2 days. More complex sites may take a few weeks.
5. What makes a website successful?
A successful website is user-friendly, fast, mobile-optimized, secure, and offers valuable content with clear calls-to-action.
Conclusion
Understanding what a website is is the first step toward establishing your digital footprint. Whether you're planning to launch a personal blog, online store, or professional portfolio, your website will serve as the foundation of your online presence.
If you're ready to build or improve your website, visit www.digitalcreator.org.in — your one-stop destination for digital marketing and website development solutions.
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Do you use any particular CMS for your website to make managing pages easier? Genuinely interested in how your backend runs. Hope this question is okay!
No, I am a fool and I do all updates manually. If you look at any of the pages you'll see it's static html, with occasional forays into javascript to make some of the navigation tricks work. I do use tumblr for the update blog since it creates an RSS feed for the like five people who still use them, but that's about it.
I think you should use a CMS if you can find one that does what you want, but don't let that prevent you from ever starting at all. If you don't mind updates taking a little extra time, just do it all in html. It's future-proofed, any shmuck can learn it in a day :) Personally, I needed something uber flexible that would let me change whatever I needed in the template whenever I needed to change it, and I couldn't figure out how to make Wordpress do that. So I did it my way and it's worked just fine.
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Why Your Business Needs Expert WordPress Development?
1. WordPress: The Platform Built for Growth
WordPress powers over 40% of websites globally—and for good reason. It’s flexible, customizable, and SEO-friendly. Whether you need a sleek portfolio, a content-driven blog, or a high-converting e-commerce store, WordPress adapts to your business needs.
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From choosing the right color palettes and typography to structuring user-friendly navigation and responsive layouts, our designs are both beautiful and functional.
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Having a fast, secure, and scalable website is crucial—not just for user experience but also for search engine rankings.
Our skilled WordPress web developers at Cross Atlantic Software don’t just build websites—they engineer digital experiences. We optimize every aspect of your site, from lightweight coding to secure plugins and future-ready architecture.
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What good is a stunning website if no one finds it?
A professional WordPress site should come optimized from the ground up. We integrate best SEO practices into the development process, including keyword placement, metadata, mobile responsiveness, site speed, and more.
This means your website won’t just look good—it will perform well in search results, helping you attract more organic traffic and potential customers.
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Our WordPress designers near me service ensures you get the best of both creativity and conversion strategy. We blend aesthetics with analytics to craft websites that not only look great but also guide your visitors towards taking action—whether that’s filling out a form, making a purchase, or signing up for your newsletter.
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In a digital landscape that’s constantly evolving, your website should not only keep up—but lead. Don’t settle for average. With Cross Atlantic Software, you get access to top-tier WordPress website development services that are tailored, tested, and trusted.
Whether you're looking for WordPress web design, reliable WordPress web developers, or trying to find the best WordPress experts near me, we’re here to help.
#wordpress web design#WordPress web developers#WordPress experts near me#WordPress website development services
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