I think I started working on it around September, or maybe October, but it wasn’t until about February that I had any kind of solid idea of what it was going to be.
It was just a name that came to me in my head.
It’s a pun on “yoruba” and it just sort of started going through my head at that point.
I was just sorta like, well, what do I do with it?
That’s when I started writing the story, and I didn’t want to just give it away to anybody, but I just started playing around with different ideas and characters and stuff and I thought, oh, this is a great idea, and then I came up with the title and the way it’s spelled.
It kind of came together from that.
It just sort was the next thing.
I think I probably wrote about a third of it, but the rest is in the game, and that’s what’s really exciting about it.
I’m really proud of it.
I was going through a rough time.
I had a lot of stuff going on at the time, and there was no TV, and my family was moving around a lot, and it was really hard to focus on work.
And then it just seemed like, hey, I can do something else with my life, so I’m gonna do it.
It took me a while to get comfortable with it.
But when it was over, I was kind of like, wow, this really worked, and now I’m going to do this thing with it and write a little bit more, and hopefully some people will like it.
So yeah, it’s been pretty awesome.
I’m going into the middle of my third year, and the last year I had been working for a company called The Rumpus.
They were doing a lot more interactive fiction and stuff, and they were like, you know, we’re really interested in making this game, so we’re looking for someone who has a lot in common with us.
And so I was pretty excited about it, and we kind of worked out the deal.
They hired me as the producer, and this is what happened.
I got to work with the game team, I got the job, and all the team members went into production and got it out there.
And when I got back, I had to say to the team, this isn’t going to work, it’ll take forever, and you have to work on it, because it’s so big.
We’re going to need to make sure that there are things that you can’t just do, like there are no enemies.
They need to be interactive.
We need to have a story.
We want to have something that people can understand.
And it was just really hard work, but we did it.