Last time I used this title I wrote about YouTube, programming and LinkedIn. I have more updates on two of those fronts.

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Believe it or not, lowered viewer duration is a good thing when the decision that launched your viewerbase is “my videos do not exceed two minutes”

The YouTube channel is exceeding all my expectations, with a huge boost in subscribers, comments, and views ever since I switched to a Tuesday/Friday schedule and started aggressively promoting it on social media. My main goal right now is to keep this momentum (or, at worse, maintain my current viewerbase) until Overkill releases Overkill’s The Walking Dead, and try to get my foot in that door on the ground floor. Best case scenario for me is that the game has an initially disappointing response, but Overkill saves it through consistent hard work and frequent patches (which is what happened with Payday 2 and RAID WWII, so odds are good that’s how it’s going to pan out). Runner-up situation is that the game is just straight good from the word go, but that’ll mean I have a lot more competition (like what happened to me with Overwatch.) Either way, I’m just super happy that after two years of releasing videos, they’ve finally started gaining traction.

In other news, the newest C++ assignment was kicking my ass until I spoke to the professor. It’s called “the flocking assignment” because it involves creating a bunch of birds (aka triangles) that chill in a big cloud and disperse with the press of buttons. It’s another SFML assignment and even the actual programmers are having trouble with it. After about ten hours with the tutors last weekend, I finally just spoke to the professor because I wanted to work on my final exam instead of this. He crunched the numbers, and I can still pass the class even if I get a zero because I’ve turned every other assignment in, so thank god. I’ll still probably turn in what I got for partial credit. Looking forward to the final project, by the way, its a Clickteam Fusion assignment where the player fights enemies in a procedurally-generated environment by grabbing procedural-generated weapons. Or at least that’s the goal. At the moment I’m still working on the procedural-generated environment. Should have more to report later.