[HN Gopher] Finishing my first game while working full-time
       ___________________________________________________________________
        
       Finishing my first game while working full-time
        
       Author : ntide
       Score  : 378 points
       Date   : 2021-11-04 13:21 UTC (9 hours ago)
        
 (HTM) web link (jasont.co)
 (TXT) w3m dump (jasont.co)
        
       | jordanmorgan10 wrote:
       | Working full time, married with three kids. I know this well.
       | I've had a business acquired, write blog posts, writing a book
       | series, have taught courses and more....by far the most common
       | question is "How do you do that?"
       | 
       | For me, it really is as simple as....I just go to work hours
       | early to work on those things, because I enjoy them. When I get
       | home, I'm just a dad and a husband.
        
         | FlyingSnake wrote:
         | I'll read and upvote your take on this rather than OPs, because
         | your story is closer to the reality for most people. No offence
         | to OP but when you've no kids, mortgage and household
         | responsibilities, it's not that hard to do a side hustle.
        
           | throwaway894345 wrote:
           | Were the parent's activities "side hustles" or were they his
           | main hustle for various intervals? It's a little unclear. In
           | either case, those side-hustles seem pretty lucrative--it's
           | harder IMO when your side-hustle is just for fun.
        
       | pddpro wrote:
       | > You need to focus, scope right, relentlessly break work down
       | into bite-sized tasks, and create a rock-solid habit of getting
       | things done.
       | 
       | This is my only takeaway from the article. I think it's well-
       | written but I also found it vague. Finding implicit joy is such
       | an abstract thing that has no set formulae to it. I am glad that
       | the author was able to complete his game.
        
       | yeureka wrote:
       | I have been working on a game as a side project for 10 years now.
       | Why such a long time? It started when I was freelancing and
       | carried on through full-time jobs, a marriage and now a small
       | child. I am lucky if I can get one hour a day to work on it - but
       | as others mentioned here, the best time to work on it is before
       | your main job, otherwise I am too tired to code after a full day
       | of software development, childcare, and home chores. I really
       | wish I can finish it some day and show it here.
        
       | q_andrew wrote:
       | Something surprising I've noticed while developing my own side
       | project game is that I end up being a better marketer than
       | developer. I can only work on the game while I'm at home and 'in
       | the zone', but I can post screenshots on social media at any time
       | of the day. The consequence is that I have a larger-than-
       | anticipated fanbase who are starting to get confused about why
       | the promotional material flows freely while development time
       | appears to slog.
        
       | dicroce wrote:
       | Here are my side project tips:
       | 
       | 1) As the article states, work on your side project first in the
       | morning before your work. You will be too tired after work. Yes,
       | this means your not really giving 100% at work. Hopefully your
       | good enough at your job that this is OK.
       | 
       | 2) Create little task lists, with short little tasks... Then
       | knock those tasks out one by one. If you find yourself
       | procrastinating about some task do another little task first,
       | then later make a quick spur of the moment decision to go do the
       | procrastination task.
       | 
       | 3) It's OK to dream about the best case scenario, but also have
       | realistic side goals: "worst case scenario, I've built a cool
       | engine for my next project."
       | 
       | 4) DO create the right amount of tests (too little and your going
       | to be creating buggy crap code, too many and you're bogged down
       | updating your tests constantly)... get a feel for what your right
       | amount is.
       | 
       | 5) Don't type so much, think more... think through designs... use
       | paper, be messy and redraw... all of this is faster than building
       | the wrong thing.
       | 
       | 6) I think its OK to be quirky. Make the thing YOU want to make.
       | This is another way to monetize: your mental health is worth a
       | lot and personally I find bringing shit that I want to exist into
       | the world just the way I want them to be is a good trick for
       | staying happy.
        
         | neokya wrote:
         | Creating small task lists seem to be the way to go.
         | 
         | Does anyone know what app the author is using to create nested
         | tasks for 'lightweight sprint'?
        
           | secondstring wrote:
           | Notion
           | 
           | https://notion.so/
        
         | Sammi wrote:
         | "Create little task lists, with short little tasks"
         | 
         | Yeah I tried that. The side coding projects I have are things
         | I'm not good at yet and want to get better at, so they are this
         | big pile of "I have no idea yet until I try", and that does not
         | break down into neat short little tasks to knock off in an hour
         | before work. They need deep concentration and focus in order
         | for me to learn and figure out what the hell I should do.
        
       | umvi wrote:
       | I've done it with a full time job and two kids[0]. Here's my
       | $0.02
       | 
       | For me I had to constantly reign in the scope to be a minimum
       | viable game. I would let my imagination run wild and come up with
       | all these grand ideas for an overarching plot, etc. But the
       | project gets really hard to finish after you've done the fun bits
       | like getting the main gameplay mechanics implemented and there's
       | a big stretch of grunt work ahead ("the last 20% takes 80% of the
       | work"). It's easy to let it languish and never ship/release.
       | That's when you need to re-evaluate what it takes to achieve a
       | minimum viable game and ruthlessly reign in the scope.
       | 
       | Tell yourself "I can implement all my other grand ideas if this
       | minimum viable game proves successful" - and you can. And if it
       | isn't very successful, then you can move onto the next
       | project/idea.
       | 
       | [0] https://www.bryanpg.com/games/embergram
        
       | failrate wrote:
       | My trick is to spend 15 minutes per day minimum working on the
       | side project.
        
         | awkward wrote:
         | Keeping a task board, written documents about the planned goal,
         | and all of the other project ephemera can be a great way to
         | keep up this kind of 15 minute momentum.
        
         | chadcmulligan wrote:
         | this is the way I think - a writer writes, always. its many
         | authors recipe for success.
        
       | boplicity wrote:
       | Not discussed in the article: You have to have the support of the
       | people in your life this will impact. For example, the 7-9am
       | timeslot for working, as listed in the article, will impact my
       | family, as that is when I'm getting the kids up and off to
       | school. OK, so I could move it to 5am to 7am, but that would mean
       | I'd need to go to bed earlier, which eliminates important evening
       | time with my wife. Similarly, I could do it from 8pm to 10pm, but
       | that also affects my relationship with my wife, and my social
       | life in general.
       | 
       | This isn't to say that people with a family can't do these
       | things, but that you need to acknowledge the impact it will have
       | on other people, and plan with them to make it work. For example,
       | I often make the time for my wife to work on her novels between
       | 7pm and 9pm. I get the kids to bed and do some cleaning, while
       | she writes, and we still get to connect before sleep.
        
         | fitzn wrote:
         | I totally agree with your perspective. It reminds of an essay
         | pg wrote (http://www.paulgraham.com/kids.html) about having
         | kids, and I think the principles are similar to yours. You can
         | be successful and "do it all", but you might have to modify
         | "all" _a bit_ and you have to be very disciplined and honest
         | about your trade-offs.
        
         | sershe wrote:
         | The meta is that if you add something to your life, and you
         | don't currently have a lot of time when you are just bored,
         | something will have to suffer.
         | 
         | I was wondering why I was often stressed out even though my
         | life was good and I mostly did the things I want to do. Years
         | ago, I had 3 things in my life - work, rock climbing, and
         | coding/reading/videogames ("geeking out"), and I was never
         | stressed for time. Then I got married, so now spending time
         | with my wife became another thing. For a few years, it just so
         | happened by itself that I've been coding, reading or playing
         | videogames very little - turns out I could only fit 3.2 things
         | in my life, not 4, something had to give. That actually made me
         | stressed out and I didn't understand why... When I did,
         | becoming more organized and wasting less time upped it to maybe
         | 3.5, so now I can read a book/code/geek out now and then. But,
         | alas, not as much as I would want.
         | 
         | That's one of the main reasons I'll never have kids - there's
         | just no way I can handle 5 things, and I don't think I'd want
         | any of the remaining ones to suffer for the payoffs (well,
         | maybe work, but not just yet). That is also why you cannot add
         | game making to your life without sacrifice...
         | 
         | EDIT: fixed some grammar
        
           | Sammi wrote:
           | When you start valuing new things, then you automatically
           | stop having time to value the things you valued before. So
           | you stop valuing them. Because your values changed.
           | 
           | So let your values change. You'll be the richer in the end.
        
           | vlunkr wrote:
           | I'm not going to tell you that you should have kids, but my
           | experience is that I can still have time for "geeking out" if
           | I do it with my kids. This is going to vary depending on
           | their age, but currently they like to watch me play games, so
           | I pick games based on what I think they will enjoy.
           | 
           | Similarly, it's fun to read a book around the same time as my
           | wife, and then we can have a sort of "book club" discussion.
           | 
           | If I want to play something too scary for kids, I sacrifice
           | sleep, so you win some you lose some lol.
        
           | EarthLaunch wrote:
           | Health is also a factor. Health issues can take up 1 of those
           | 'thing' slots, another thing to spend time researching and
           | working around. I've seen it happen unexpectedly to a friend,
           | and it was a normal part of my life for a long time. Health
           | can also include preventative things like exercise and diet,
           | which require mental effort (research, willpower).
        
             | quickthrower2 wrote:
             | It can take all of them up for some people.
        
         | klik99 wrote:
         | Yeah, something has to give, I have the exact problem you have.
         | Currently my weekday sleep suffers. There is no right way to do
         | it, but you have to acknowledge the trade offs and make your
         | decision knowing the impacts. So many people want to have their
         | cake abs eat it, and usually get the worst outcome.
        
         | ZephyrBlu wrote:
         | Relevant article that covers this:
         | https://blog.asmartbear.com/two-big-things.html
        
         | mattlondon wrote:
         | Totally agree with this. I am woken by my kid at 6am, then it
         | is 100% go-go-go with work or family until about 7pm when the
         | kid goes to bed, then it is starting to cook and prepare dinner
         | and do housework etc. There might be 2 hours or so between
         | dinner and bed to spend time with my wife before we collapse
         | into bed at 10pm or so - talk, watch a movie, play scrabble or
         | whatever. I don't want to ignore her and just do my own thing -
         | it is important to nurture these sort of relationships.
         | 
         | If I _do_ get some spare time that is entirely mine, the
         | absolute _last_ thing I want to do is more work - one needs to
         | relax! Go for a run, watch a movie, do some coding for fun,
         | play a game, or just waste time on youtube or whatever - I don
         | 't want to be "hustling" a side project.
         | 
         | I could stay up later after the wife has gone to bed, but that
         | is going to harm me long-term by trading sleep for side-
         | projects that in reality are not going to change my life as
         | much as long-term sleep deprivation is going to change my life.
         | That said I do occasionally from time-to-time stay up late to
         | have a beer and mess around on the computer - I think that is
         | healthy in the long run :)
        
           | fileeditview wrote:
           | Funny how much that sounds like my life :)
           | 
           | It took me some time to work out that with 2 kids now I just
           | don't have the time for side projects anymore. It is
           | impossible. My oldest is also a person that needs very little
           | sleep. He stopped regular daily naps when he was about 6
           | months old. In the beginning of daycare (2 yo) he was the
           | only kid in daycare that didn't sleep during the day. He also
           | never goes to sleep before 9pm. In summer it often is 10pm or
           | even later.
           | 
           | When he finally sleeps both my wife and me are just wasted.
           | Not ever could I find energy or motivation to "work" after
           | that.
           | 
           | However I still have hope for the future. When the kids grow
           | older and do more for themselves there will be opportunities
           | to write some fun code on the side :)
        
             | boplicity wrote:
             | Our youngest was the same way! Things _will_ get better! At
             | least, in terms of sleep. She actually sleeps in now. Even
             | better, on the weekends, when both kids wake up before us,
             | they just _play together_ for an hour, instead of waking us
             | up. It was truly a strange feeling, when that started
             | happening.
        
               | fileeditview wrote:
               | Good to hear! That is reassuring.
               | 
               | Most parents don't really understand what we are dealing
               | with since their kids sleep much longer (2,3 hours more).
               | This was even more extreme when he was little. When we
               | told people that he wasn't sleeping at daytime they had
               | this strange look as in "that is not possible".
               | 
               | However he learned walking and talking pretty early so he
               | used his extra time it seems ;)
               | 
               | While it is a challenge I always remind myself how lucky
               | I am to have two healthy kids. Sounds like a trope but it
               | really is true.
        
           | the_svd_doctor wrote:
           | That's like a c/p of my life. Amazing.
        
           | PenguinCoder wrote:
           | Even after 'bedtime for the kids', it's still never ending.
           | They need to get up for the bathroom, or for a drink of
           | water, or want more stories, or want to turn on the light and
           | play in the room... Neverending! My only alone time is when I
           | !@#@#%! sleep.
        
       | mayapugai wrote:
       | Congratulations! It's always refreshing to see someone use
       | simple, readily available tools to level-up.
       | 
       | I don't know how many people will relate to this, but while I've
       | known that scheduling time will help me get things done, I keep
       | avoiding actually getting around to it. It's as though I am
       | afraid to face my own impending success.
       | 
       | You've motivated me to try and get things done though - thank you
       | and congrats once again!.
        
       | toivo wrote:
       | havent shipped a side project, but i do keep track of my project
       | so i can say with some certainty what things have helped me to
       | accomplish the most. they are the following 1) the no zero days
       | mantra - 15 minutes a day of progress is fine it helps to keep
       | the momentum going and when you got that free sunday you just
       | find yourself wroking more. 2) i do keep also a lot of trail of
       | notes of ideas and concerns on how to further the project. if I
       | have to keep a break and come back to it after some time it helps
       | to remind my self where i was.
        
       | tmountain wrote:
       | Bite sized tasks are great. Finding the motivation to start the
       | next task is also important. If you want to read a chapter of a
       | book, start by reading the first sentence. This naturally leads
       | towards getting into flow, and the next thing you know, you've
       | read three chapters. The brain tends to engage readily once you
       | get over the initial hurdle of beginning the task.
        
       | parksy wrote:
       | The way I did it was I was writing music and doing pixel art
       | since the 90's and learning to write games on the side. One day I
       | decided to take all the assets I'd built up over 30 years and
       | condense them into the simplest game I could complete on the side
       | and that's how I made Space Strafer. I think if I had to start
       | from scratch with all the music, art, and concepts it would have
       | been impossible, what with having kids and all.
        
       | honksillet wrote:
       | Don't forget the opportunity cost of taking on such a project.
       | You could be hiking, exercising, working on relationships,
       | family.
        
         | evancoop wrote:
         | Personal agency requires a sober assessment of priorities.
         | Everything has an opportunity cost. Certainly, a full-time job
         | and a non-trivial side project takes from self-care and family.
         | Certainly, self-care and family (and sleep!) can preclude side-
         | hustles.
         | 
         | The important element is making the choice with clear eyes.
        
       | kuu wrote:
       | How do you spend more hours sitting at your desk after 8 hours of
       | sitting at your desk?
       | 
       | I really would like to do more things at my PC, but whenever I
       | finish with my work I'm drained
        
       | WhompingWindows wrote:
       | Scope! You must define the scope of the game from the beginning,
       | and it'll often be the case that your goals far exceed the
       | practical limits of what you can code.
       | 
       | This is OK, as long as you know you're dreaming too big, but then
       | you need MVGs, minimal pieces of the project that are playable
       | games. If you need a giant world just to get started playing,
       | you'll not get started playing.
        
       | ca6d8815 wrote:
       | Good tips... but in reality if you're working full-time
       | (especially in a software related role), you may find yourself
       | depleted before you get to the keyboard.
       | 
       | It took us 5 years to finish our game (everyone started from 0
       | knowledge on how to make games, so it was a rocky road), and for
       | the last 1.5-2 years my life was absolute hell.
       | 
       | I'd push hard at work for 9 hours a day, eat, then push hard on
       | the side project for 8-9 hours a day, sleep, wake up, and just
       | keep going. One day a week maybe I'd just sleep. Not having "pure
       | energy" for the side project meant that everything suffered.
       | 
       | We had to learn-by-trial virtually _everything_, I don't
       | recommend ever doing a big project that way.
       | 
       | If you want to finish a game, choose a small game. Start doing
       | game jams. Practice _finishing_. You can do more and more later.
       | 
       | Or, go for it, do it our way, all in to win (win is subjective,
       | the pride is real, the monetary result didn't really do anything
       | meaningful for so much investment). I wouldn't do it this way
       | again, but I understand people who do.
       | 
       | All that said, the joy of doing something for us by us is not
       | something I've encountered in my 15 year career yet. So... if
       | you've never built something (and truly finished!), but you want
       | to try... go for it.
        
         | [deleted]
        
         | devwastaken wrote:
         | For games we don't have to start from scratch either. If you
         | want a little multiplayer game people can have fun in, vrchat
         | is a good platform for it. Gets the game into the hands of
         | people and you can even just join them. A lot of stuff already
         | handled for you.
        
         | ffitch wrote:
         | Sounds like very intense five years! I understand you wouldn't
         | do it the same way again, but still, was the result in any
         | meaningful way comparable to the effort?
         | 
         | Do you feel comfortable sharing game name?
        
           | ca6d8815 wrote:
           | Yes, the result was something I have never achieved. I've
           | been a part of a lot of projects, successful and not, but
           | always as a participant and not as a true stakeholder.
           | 
           | Going from start to finish on something, and then getting the
           | opportunity to hear from fans (and critics alike), it is
           | still making me smile a year and a half after launch.
           | 
           | When they say "money isn't everything" in this case its true,
           | but I had I (and still have) a day job. If I had bet the
           | monetary-farm on the project, I'd be singing a different
           | tune.
           | 
           | The game name is "The Shattering", there's a link below
           | somewhere to it on Steam :)
        
         | e19293001 wrote:
         | > Practice _finishing_. You can do more and more later.
         | 
         | This struck me. Thank you for the reminder.
        
         | afterburner wrote:
         | You worked 18 hours a day? Yes that is obviously hell.
        
         | markus_zhang wrote:
         | Agreed. It's a LOT difficult to finish something, especially
         | something to sell.
        
         | capableweb wrote:
         | > I'd push hard at work for 9 hours a day, eat, then push hard
         | on the side project for 8-9 hours a day, sleep, wake up, and
         | just keep going. One day a week maybe I'd just sleep.
         | 
         | No wonder you feel like hell, where is time for people,
         | leisure, exercising and all the other activities that will help
         | you move faster by feeling better? The true optimization for
         | becoming a more efficient person is to do less of the thing
         | you're doing most of, and do more of the other stuff you do
         | less of.
        
           | the_only_law wrote:
           | This has been my line of thought for a while. You spend a
           | minimum of 8 hours working, and ideally you get 6-8 hours of
           | sleep. Let's say you have a couple more daily
           | responsibilities that take 2-4 (could be commute, cleaning,
           | some other maintenance).
           | 
           | There's almost no time to do anything, and some of the hours
           | you have left may be at non-prime times of the day.
           | 
           | > The true optimization for becoming a more efficient person
           | is to do less of the thing you're doing most of, and do more
           | of the other stuff you do less of.
           | 
           | The problem is this means sleep or work. I've opted for the
           | former, and suffer for it. Sacrificing working, at least any
           | notable amount, just means trading time-loss for money-loss
           | which may or may not work depending on person.
        
             | friedman23 wrote:
             | In my experience, sacrificing sleep is extremely counter
             | productive. You could probably cut out 1 to 2 hours of
             | work, get 8 hours of sleep a night and be just as effective
             | at your job as you would have been getting 6 hours of sleep
             | a night.
        
             | threatripper wrote:
             | 10 hours work 2 hours commute 8 hours sleep 2 hours food
             | and maintenance leaves 2 hours to do all the rest.
        
             | throwaway2331 wrote:
             | One simple trick to exit the labor class; investment
             | banking MDs hate him; "how can one man achieve so much?":
             | 
             | Work less, but keep clocking the same amount of hours.
             | 
             | A lot easier to do with WFH, but still achievable if you're
             | in an office cubicle.
             | 
             | Impossible to do if you work a trade/labor-intensive job.
        
               | bobobob420 wrote:
               | Or open office where everyone can see your triple monitor
               | screen and it's a company work station so you literally
               | can't do anything else, can't even open a personal
               | laptop. Any cellular data reception is very bad.
        
               | cardosof wrote:
               | Just wanted to mention that this is getting harder and
               | harder - companies will just let you use their approved
               | hardwared, full of monitoring software to keep you in
               | line. And it will get much worse, as in Mana by Marshall
               | Brain
        
               | feoren wrote:
               | That is literally illegal, at least at my job.
        
             | Zababa wrote:
             | I've heard this called before the "4 hour life", you have 4
             | hours every day for yourself:
             | https://medium.com/@pskallas/4-hour-life-
             | glossary-4740bca641...
        
               | philh wrote:
               | This doesn't acknowledge weekends, which if you have the
               | same 8 hours sleep and 4 hours "not for yourself", add
               | more than 50% to the time you supposedly have "for
               | yourself". (4x5 + 12x2 vs 4x7.)
               | 
               | Which doesn't necessarily change the point, but I'm not
               | sure what if anything the point is supposed to be, and it
               | seems an important omission.
        
               | andrewzah wrote:
               | Weekends aren't necessarily free time.
               | 
               | Saturdays and Sundays are chore days, or family days, or
               | simply resting, or ...
               | 
               | About 4h remaining for yourself is still fairly
               | realistic.
        
               | cableshaft wrote:
               | Don't usually have much extra time on the weekends.
               | Weekends are for making up for a week of the house
               | getting dirty, relatives and friends wanting to meet,
               | extra long walks for the dogs that only got short walks
               | during the week, errands that got put off, some catchup
               | sleep, actually relaxing a bit since there wasn't much
               | during the week, etc.
               | 
               | I might have 2-3 hours each day (of energy and
               | motivation) to work on projects but not 8. Of course I
               | never have 4 hours during the week either, I'm lucky to
               | get 1 in usually.
        
               | penjelly wrote:
               | youre not alone. Unless i actively maintain my apartment
               | itll deteriorate over the week (i even meal prep weekends
               | to alleviate some) i do agree with others though. More
               | time spent disengaging from the work your doing may
               | actually net you a positive in the productivity dept
        
               | Zababa wrote:
               | I assume that for most people the "not for yourself" time
               | is bigger on the weekends, it is for me and the people
               | around me.
        
               | TeMPOraL wrote:
               | Indeed. In my case, ever since I became a parent, I
               | consider weekends a total write-off.
        
               | ericmcer wrote:
               | I wouldn't mind if it was my 4 best hours a day, but it's
               | the 4 hours after work and dinner when my energy levels
               | allow for a half effort workout and a bit of reading or
               | TV.
        
               | cecilpl2 wrote:
               | One of the best things I did for myself was moving all of
               | that free time to the morning. Now I wake up at 5, have
               | coffee, exercise, play or work on whatever hobby has my
               | attention at the moment, then work all day. I have loads
               | of focus and attention and energy for my fun things.
               | 
               | Evening is pretty much make dinner, eat, relax for a bit
               | and be in bed reading by 8.
        
               | prawn wrote:
               | This can be a good strategy until you have young kids.
               | After then, they often hear you get up and then seek you
               | out to get help making breakfast or want to sit on your
               | lap.
               | 
               | But otherwise, it prioritises your side project while
               | you're fresh in the morning and puts relaxing
               | (movie/TV/etc) for when you're fading at the end of the
               | day.
        
               | cecilpl2 wrote:
               | That's a good point - I don't have kids and don't have
               | any good advice on how to work around them. :)
        
               | stevofolife wrote:
               | Generally true. The next step of optimization would be
               | automating parts of your job so you can reduce 8 hours of
               | work to like 6 hours of work. Now you have more time for
               | yourself.
        
               | Zababa wrote:
               | Well, unless your job requires you to be present for 8
               | hours, in which case it's harder to use those 2 new
               | hours.
        
               | penjelly wrote:
               | except in practice this never works. you cant automate
               | all tasks, even as a programmer a lot of time is spent
               | architecting or debugging, even requirements gathering in
               | some cases. Those details aside, if you automated hours
               | of your job away youd then be asked to do more work (or
               | if you own the place youd probably want to improve your
               | product more anyway) instead of just sitting around
               | working on your own projects during business hours, which
               | some businesses would fire you for or at least theyd
               | claim your work as their intellectual property.
        
               | skhr0680 wrote:
               | Even if you don't go as far as working on side projects
               | at work, automating even 30min-1hr worth of manual tasks
               | can leave you less exhausted when you get home.
        
               | taneq wrote:
               | So you can do 2 more hours of work, you mean?
        
           | ZephyrBlu wrote:
           | > _No wonder you feel like hell, where is time for people,
           | leisure, exercising and all the other activities that will
           | help you move faster by feeling better?_
           | 
           | You can't do all of that and have a job and also make
           | significant progress on a side project. There isn't enough
           | time in the day.
           | 
           | https://blog.asmartbear.com/two-big-things.html
        
         | awkward wrote:
         | Keeping the side project work different from day to day work is
         | huge, too.
         | 
         | - Frameworks are great when you need to keep a team to a
         | standard, and keep standardized answers available. There's no
         | way I'm going to debug someone else's dependency errors on my
         | own time though.
         | 
         | - Dev tools and automation are nice to have, but if I spend a
         | whole night fixing tooling that's time I could have spent on
         | the project. Some loose unit testing and tools that work
         | without configuration is all that's I'm willing to use.
         | 
         | - A while ago I would have said that paid tooling is worth it
         | if it saves you time. Open source and freemium products have
         | gotten good enough now that that's no longer the case for a
         | small enough dev team.
        
         | core-utility wrote:
         | This book Finish by Jon Acuff is a great book on practicing
         | finishing. He also has Start for the very opposite.
         | 
         | https://www.amazon.com/Finish-Give-Yourself-Gift-Done/dp/052...
        
           | _benj wrote:
           | Just picked up the book and seems to be taking about me in
           | specific!
           | 
           | Thanks for sharing it :)
        
           | mehphp wrote:
           | I've ironically only read about half of Finish
        
             | bink wrote:
             | As long as it was the second half you should be good.
        
             | nwsm wrote:
             | This sounds like something I'd do
        
             | xNeil wrote:
             | Funniest comment I've read in a while :)
        
         | sabjut wrote:
         | What I learned from other people who have success in their side
         | projects is to choose a workplace that allows you to do a sub
         | 40 hour work week. Of course you would have to live a tad more
         | simply than your standard upper-middle class software guy.
        
           | watwut wrote:
           | > Of course you would have to live a tad more simply than
           | your standard upper-middle class software guy.
           | 
           | Actually, many software jobs are like that. All it requires
           | is for you to not be ambitious to create. You can have very
           | good salary in many companies while slacking a lot. Sometimes
           | you might have to be in office for a lot of hours, meaning
           | doing leisure, socialization and side project in the office.
        
             | vikingerik wrote:
             | It's worth mentioning the common advice here though: do not
             | use company time or equipment to work on a side project,
             | since that may give them a legal claim to ownership of the
             | work if they ever find out.
             | 
             | The specifics will vary greatly depending on your
             | employment agreements and legal jurisdiction, so make your
             | own decisions regarding your own situation (doing it on
             | company time might be the lesser risk compared to not doing
             | it at all), but do be wary.
        
               | learc83 wrote:
               | If you're salaried, there's no such thing as company
               | time, so that's not a meaningful distinction.
        
               | mediaman wrote:
               | If you are doing it in a company office, using company
               | property, during hours the company expects you to be
               | working, do not expect to use "well, I'm salaried, so it
               | doesn't matter" as a legal defense and win.
        
               | abnercoimbre wrote:
               | What if you did most of your project outside the company,
               | but only very small parts of it on company property? Can
               | they still claim complete ownership?
        
               | learc83 wrote:
               | Company property is a completely different issue. Whether
               | you do it during business hours or not is irrelevant.
               | 
               | If you're salaried, you're always on company time, so
               | whether the company owns it or not is up to the laws of
               | the state and the agreements you signed when hired.
        
           | AuryGlenz wrote:
           | I specifically started doing photography so I could do game
           | development in the off-season.
           | 
           | It turns out it's hard to completely drop projects in the
           | spring/summer and pick them up in the winter. I'd love to
           | keep pecking at them over the photography season but I have a
           | hell of a hard time getting anything done when I can only
           | dedicate an hour or so an evening to it.
        
             | corpdronejuly wrote:
             | I feel like the value for you there is to incrementally add
             | a little bit and keep your project fresh in your mind.
        
               | penjelly wrote:
               | this is what i believe. even 10 minutes daily for me can
               | work wonders. it puts me in that headspace even if i
               | don't get any hobby work done.
        
         | snarf21 wrote:
         | Yeah, this is my issue. After a long day of (sometimes
         | pointless) software dev, strapping in for more is draining. So
         | as a contrast, I design board games (not digital) as my hobby.
         | It is very analog and tactile and so energizing partially from
         | just being a nice change of pace.
         | 
         | Your advice to start small is spot on though. I would even say
         | one of the best first things to do is start by making a game
         | mod. You don't have to invent so much, you just get to enhance.
         | You get to something playable much quicker and learn about all
         | your false assumptions.
        
           | throwaway894345 wrote:
           | I've had good luck with using my best time/energy for hobby
           | projects and what's left over goes to work. Of course, this
           | assumes that your hobby project is more important to you than
           | whatever might be achieved by putting your best energy/time
           | toward your job, but I also think a lot of people over-index
           | on "whatever might be achieved by putting their best
           | energy/time toward their job".
        
           | paulryanrogers wrote:
           | Fair warning, game mods can take over your life too. Though
           | I'd agree they can be easier and often can build on the
           | community of the game your modding.
           | 
           | Another risk with mods is the game owner can shut you down at
           | any moment, if public. I'll probably never do another mod or
           | reuse someone else's IP for anything beyond very small
           | prototypes. There are just so many tools now that you
           | shouldn't have to.
           | 
           | (Star Wars Quake 1997-2002)
        
         | jbluepolarbear wrote:
         | I work 1 hour a day on my personal projects. It's slow going
         | but I make steady progress. I read about someone doing it 10
         | plus years ago and I've stuck with it. Of course I miss
         | someday, but I try and get at least my 1 hour a day.
        
         | marceldegraaf wrote:
         | Out of curiosity: which game are/were you working on, if you
         | can share that? Thanks!
        
           | ca6d8815 wrote:
           | This is the game we made, The Shattering:
           | https://store.steampowered.com/app/596000/The_Shattering/
        
         | xwdv wrote:
         | You guys realize there's software engineering jobs where you
         | might only do 4 hours of real work a day?
         | 
         | And now with remote work being a norm, sometimes it feels like
         | you barely work at all, and yet still accomplish the same
         | amount of work as before.
         | 
         | Get paid for the value you bring, not the time you spend.
        
         | BongoMcCat wrote:
         | Just out of curiosity, when you spent 9 hours at work, was that
         | in a software field?
         | 
         | If so, why would you choose to do the same thing 18 hours a day
         | for 5 years?
        
           | ca6d8815 wrote:
           | > Just out of curiosity, when you spent 9 hours at work, was
           | that in a software field?
           | 
           | Yes, however the day job and night project were _completely_
           | different disciplines. Someone wrote that gamedev isn't
           | really software engineering... I'd agree with that (not
           | putting it down, but its not like anything I've done).
           | 
           | > If so, why would you choose to do the same thing 18 hours a
           | day for 5 years?
           | 
           | Those long days came in the last 1.5-2 years. Why? I don't
           | think we would have finished otherwise, or at least not
           | anytime soon.
           | 
           | We found that momentum for us was critical. If we took it
           | easy, then it slow days would turn into slow weeks and it
           | would turn into slow months. We wanted to finish at some
           | point. Even when we had a slow week or day, or when we'd go
           | do something that wasn't the game, there would be a shadow of
           | guilt that we are not finishing. I think that is personal,
           | everyone does this differently.
           | 
           | And the second why? The reward loop of doing something with a
           | realtime 3D game is simply joyous. I would sometimes have _so
           | much fun_ making the game that on the good days I dreamt of
           | quitting the day job and starting up a studio full time.
           | 
           | When the dust settled though, it took me almost a year to
           | think about using the computer at home for anything other
           | than playing a game or reading news / experimenting with
           | homelab stuff. The burnout was harsh.
           | 
           | I don't regret it... but I'll never do it like that again.
        
             | pizza234 wrote:
             | > Someone wrote that gamedev isn't really software
             | engineering
             | 
             | Could you elaborate on that? I find this perspective very
             | interesting.
             | 
             | I had a brief experience with gamedev, and I've actually
             | found that even the smallest bit of game engineering is
             | significantly more challenging than (I suppose) "x%" of web
             | development.
             | 
             | However, on the other hand, the engine is only a part of
             | game development (and can also be underengineered, and I
             | think it generally is), so maybe this is actually the
             | reason why you/other people don't consider game dev
             | software engineering?
        
               | ajuc wrote:
               | Normal software engineering is 95% glueing libraries
               | together.
               | 
               | Gamedev is mostly about iteratively changing some
               | equations to make the thing behave like you want it to
               | behave.
               | 
               | Disclaimer: I never worked commercially in gamedev, but I
               | wrote a lot of games as a hobby. Most of them unfinished
               | of course.
        
               | BlargMcLarg wrote:
               | On top of what the others said, you basically answered it
               | with "However, on the other hand, the engine is only a
               | part of game development". Game dev is one of the most
               | technically complex subfields of software dev, but it
               | still pales in comparison to the total package of
               | disciplines (and skill levels in those disciplines) to
               | make a game.
               | 
               | Compare a basic CRUD webapp to a game. Most webapps won't
               | need stellar art, it just needs to look okay and have
               | some logos or default assets. Games often need to run
               | their own assets for uniqueness, have way more freeform
               | art, you name it. That includes pixel art, the often
               | lowest barrier to entry. Animation? Webapps generally
               | don't need animation beyond some default practice
               | tweening, most games require animation to make things
               | feel smooth and actually give the feeling things are
               | happening, on a vastly higher level than simple tweening
               | of color and position of some flat objects. Audio? Where
               | the average person hates the embedded autoplay
               | video/audio, games generally require at least sound
               | effects, preferably a sound track too. Storytelling?
               | Unless you count the average buzzword-filled marketing
               | video as storytelling, webapps don't need that.
               | Marketing, collaboration, etc. are all factors that come
               | to play as well depending on corporate size, so depending
               | on your goals, you will run against those too.
               | 
               | There is much more too. Psychology can play a huge part
               | if you don't just blatantly copy existing things, and it
               | is far more difficult to map a vague "I like this / I
               | don't like that" than a business requirement. If you
               | don't require animation, in all likelihood you're either
               | creating a game in a genre where other demands are higher
               | (visual novels with higher storytelling and individual
               | art asset demands), or you'll be outcompeted if you don't
               | have something to stand out, in which case one could
               | argue the load is shifted to other disciplines anyway.
               | 
               | Maybe most of all, you generally don't need to develop
               | content in most webapps: you are enabling users to create
               | content themselves, whereas in gamedev, you are more
               | often providing them with content. Of course this comes
               | with exceptions (What about Sims? What about
               | Rollercoaster Tycoon? What about mods?), but most games
               | deliver at least some content developed by the makers of
               | the game themselves. Or you spend days agonizing over
               | algorithms to generate content in a way that makes it
               | fun, making tons of art assets players can fiddle with,
               | etc.
        
               | ca6d8815 wrote:
               | > Could you elaborate on that?
               | 
               | I can try, but I may not do the idea justice.
               | 
               | When I was working on the game, the only thing that
               | mattered was the _game_. Was it fun? Intriguing (we are a
               | story based walking simulator)? Original? In line with
               | our story structure (we wrote the story side by side of
               | making the game because sometimes the best words on paper
               | just couldn't be translated by us to a player
               | experience)?
               | 
               | You make changes non-stop to iterate and tweak and
               | perfect. You learn quickly that someone's gut feeling can
               | kill an entire chapter of the game, or change the ending
               | completely.
               | 
               | At some point, my code was just a tool in making the
               | game. I didn't see myself carrying this codebase further
               | to other projects (we built the game on Unity so already
               | writing an engine was "solved"), so it just turned into
               | working prototype after working prototype.
               | 
               | Your code doesn't have to solve for all the corner cases
               | you may miss in QA, because in our game the state was
               | almost guaranteed at different parts of the play through.
               | You need to remain extremely flexible with your design
               | and code because its possible the game shifts drastically
               | under your hands, more so than I've ever experienced at
               | an already-chaotic "big" company.
               | 
               | So it just stops mattering that much. At least for us. We
               | didn't have a team for code (just me), or a separate art
               | team, or a separate story team, or even a single game
               | designer throughout the project. Everyone wore almost
               | every hat, and you lose the grace of planning and
               | process.
               | 
               | It's more a feeling than something I could quantify
               | exactly. An interesting reflection is that I became more
               | rigorous and detail oriented at the day job after the
               | wild west of my game code.
        
               | Sohcahtoa82 wrote:
               | > Could you elaborate on that? I find this perspective
               | very interesting.
               | 
               | In addition to what others have said, game development
               | places a massive priority on optimization and
               | performance.
               | 
               | You have to write code that updates game state and
               | renders a scene in under 16 ms. CONSISTENTLY under 16 ms.
               | Otherwise, you get stutters and choppiness as it fails to
               | maintain 60 fps. If you want to please your top-end PC
               | gamers with their 144 hz monitors, you need to render
               | each frame in under 6.9 ms.
               | 
               | With a web app, you can make up for underperforming code
               | by scaling horizontally. That's simply not an option for
               | game development.
        
       | leroman wrote:
       | Getting that 1 hour of work done every morning is what keeps the
       | ball rolling.. momentum is critical..
        
       | f00zz wrote:
       | Game jams are a great motivator. I need hard deadlines.
       | 
       | I recently did this [1] for a game jam, over one sleepless week.
       | It's pretty unfinished but submitting something felt good.
       | (Source: [2])
       | 
       | [1] https://www.youtube.com/watch?v=BX6AZNWuI5Q
       | 
       | [2] https://github.com/mpersano/generic-rhythm-game/
        
         | markus_zhang wrote:
         | I also found that hard deadlines work. The closer they are, the
         | better they are.
         | 
         | Yesterday I spent just one hour to review my computer
         | architecture mid-term. I totally forgot about the date and
         | thought I'm going to bomb it. Eventually I did a very quick
         | efficient review and felt very good about it.
         | 
         | The thing is, as you said, and as my Physics teacher said 20
         | years ago, that I really need to be pushed HARD to be
         | efficient. That's why I hate assignments with long deadlines.
        
           | EarthLaunch wrote:
           | I've found this leads to burnout if the deadline is too far
           | out or if the deadline keeps getting pushed forward.
           | 
           | The antidote is to have no deadlines, and take the time to
           | enjoy doing things right.
        
         | ArtWomb wrote:
         | Maybe instead of a "jam" format to motivate indies, do a "game
         | race" instead? Points for timeliness. Bias toward micro-games.
         | Organized around theme or asset for creativity constraint ;)
        
           | markus_zhang wrote:
           | Agreed. I'm thinking about attending one of those jams. I
           | like tight or even unreasonable deadlines. Ordinary jobs
           | don't give people this kind of deadlines (or if it is the
           | compensation might be shitty).
           | 
           | One thing I need to learn is to create pixel Sprites quickly.
           | Maybe there is even a way to programmatically generate some
           | template Sprites.
        
       | thn-gap wrote:
       | I feel this also represents my situation quite well. Here's
       | personal experience:
       | 
       | What worked the best for me to deal with a full-time job and a
       | side project of gamedev (or programming in general) was to move
       | the side project development time in the morning before my full
       | time job, and just put a bit less effort into work overall
       | (remote work helped here as well). Moreover, while I tried to
       | have a consistent routine for my personal dev time, I tried not
       | to force it when I was really not feeling like it, to avoid
       | burnout.
       | 
       | I sometimes did additional gamedev in some evening (or moved the
       | morning one), but otherwise, tried to do non-computer stuff in
       | the afternoons/evenings.
       | 
       | Another key insight, is that this also helped me getting an
       | earlier sleeping schedule. Previously I would procrastinate until
       | late, even if tired, because whenever I went to sleep, I would
       | then wake up and have go to work immediately. Instead, now I
       | rather go to sleep early, because I know I'll have more energy to
       | do the things I like in the morning, rather than full-time work.
        
       | crhutchins wrote:
       | It depends on your productivity after work as there will be a lot
       | of factors that will come into play. It would help if you tried
       | to maintain a work-life balance in which further delays your
       | project. It's better to enjoy what we have right now and enjoy it
       | at the same time.
        
       | markus_zhang wrote:
       | I tried to complete a simple 2D RPG that is a Ultima spinoff a
       | few years ago. Nothing is technically impossible as it's just a
       | simple 2D game but eventually I lost interest and broke away.
       | 
       | Now that I look back, there are two obstacles:
       | 
       | - I'm not really interested in such a game. I probably fancied
       | about the genre as it's classic but I never finished any of the
       | Ultima games.
       | 
       | - In the middle I tried to implement a full scale map editor. I
       | managed to build a simple yet working one, but dropped the
       | project once I realized that it needs a lot of work to write my
       | own GUI (back then I'm using C++ and SDL2).
       | 
       | I also find out that once I know how to implement something on
       | paper (e.g. if I can draw the process of an algorithm on paper),
       | I usually lost the interest to implement it in code. It takes a
       | huge amount of effort for me to complete assignments for the Data
       | Structure class I'm taking, to the point that I'm thinking about
       | dropping the class.
        
         | Longwelwind wrote:
         | > - In the middle I tried to implement a full scale map editor.
         | I managed to build a simple yet working one, but dropped the
         | project once I realized that it needs a lot of work to write my
         | own GUI (back then I'm using C++ and SDL2).
         | 
         | Sharing my slightly unrelated experience, but Tiled2D is a nice
         | piece of software to achieve this.
         | 
         | I've used it for one of my personal project, where I wanted to
         | make a digital adaptation of a board game, and I needed to
         | "digitalize" the game board[1]. I don't use the tiles or the
         | tile grid at all, but just the "polygon" feature that allows me
         | to draw the borders of the different regions. It's not at all
         | why the software has been written, as the polygon is supposed
         | to be a small feature to define areas in a tiled game, but it
         | gets the job done.
         | 
         | [1] https://github.com/Longwelwind/swords-and-
         | ravens/blob/master...
        
           | markus_zhang wrote:
           | Thanks, I knew about Tiled at the time. The project was kinda
           | of a learning project so I didn't bother to use an external
           | tool. Now that I look back, that's probably how I approach
           | all projects (not work-related): I just want to learn how it
           | works superficially, and once I do I'd lose motivation and
           | drop the project eventually.
           | 
           | Very nasty mindset I have to admit...
        
             | intrepidhero wrote:
             | It's not a bad mindset at all. "Finishing" can be a goal
             | and so can "learn a new thing in an enjoyable way".
             | Sometimes I write code just because I get the urge to
             | create a nifty data structure. Who cares if no one will
             | ever use it or look at it again? I enjoyed making it.
        
             | taormina wrote:
             | I mean, what finishing means is personally defined by you.
             | If you define finishing as learning what you set out to
             | learn, then you finished.
        
         | caymanjim wrote:
         | > I also find out that once I know how to implement something
         | on paper (e.g. if I can draw the process of an algorithm on
         | paper), I usually lost the interest to implement it in code.
         | 
         | This is a perpetual problem for me. I start out interested in a
         | lot of things, but once it's clear how to proceed, I get no
         | pleasure out of the rote work required to implement the
         | solution. Whether it's writing code, building something
         | physical, playing a game, putting together a puzzle, or any
         | other activity that involves some degree of thought or problem
         | solving, as soon as there's nothing left to think about, I lose
         | all interest. If there's a chance of an alternate outcome, I
         | remain engaged to the last second (so I can finish PVP games,
         | win or lose, but almost never finish a game of Civilization).
         | It plagues me at work, too, but at least with work, I've got
         | external motivating factors (insofar as I won't get paid if I
         | never finish things).
        
           | markus_zhang wrote:
           | Yeah exactly. I have been going on like this for almost 40
           | years and recently I decided to take a different approach:
           | 
           | - Stop working on projects that I know for sure I can't
           | finish, basically that means I'll work on zero CS projects.
           | 
           | - Start hobbies that are either 1) Not of same type of CS
           | projects, or 2) Something that takes a long time to
           | understand.
           | 
           | I have been collecting fossils and learning Geology for a few
           | months and so far it goes well: - Collecting fossils is easy
           | to start
           | 
           | - It's very difficult to find good places to collect and even
           | more difficult to collect very well preserved fossils
           | 
           | - I don't get to collect fossils every day, not even every
           | week if the whether is bad, so zero chance of burning out
           | 
           | - Geology is not something that one can "figure out". In
           | general science is not something I can "figure out" and then
           | apply. It's not engineering.
           | 
           | However I still want to work on CS projects because I need an
           | in-door hobby for the winter, maybe some day I can figure out
           | a way :)
           | 
           | Good luck on your side too!
        
             | caymanjim wrote:
             | Interesting that you chose geology, as I often think that
             | I'd have been happier as a geologist. I imagine there's a
             | risk of getting bored with that as well, if it's your day
             | job and you're doing the same sort of rote work all the
             | time. In my fantasy, the primary appeal is that it's almost
             | the opposite of sitting at a desk, except I suspect most
             | professional geologists spend most of their time sitting at
             | a desk looking at data on a computer. Seems like a fun
             | hobby though!
        
               | markus_zhang wrote:
               | I browsed through some books and websites and figured
               | that most of the work of a "general" geologist is still
               | indoors. Some sub-variants such as palaeontologists are
               | exceptions, but still I figured most of time is still
               | spent in labs, not in fields.
               | 
               | So yeah I agree it's a good hobby.
        
       | DizzyDoo wrote:
       | I did this for my first Steam game, which let me go full-time
       | back in 2015 as an indie game developer and where I still am
       | today. [1]
       | 
       | I'd get up early and get a few hours in before my more ordinary
       | programming work as a Python backend developer at a fintech
       | startup. And then on Saturdays I'd get something more like a
       | normal days work done on the project.
       | 
       | It worked, and I'm glad I did it, but it definitely was a
       | temporary situation, I don't think it's something you can do
       | long-term without facing burnout or neglecting other important
       | areas of life like family, friends, exercise, reading books, etc.
       | So that last paragraph of the original post - making it
       | sustainable - I'm glad to see it in there.
       | 
       | [1] The Cat Machine -
       | https://store.steampowered.com/app/386900/The_Cat_Machine/
        
         | pbourke wrote:
         | > my more ordinary programming work as a Python backend
         | developer
         | 
         | Did you use Python for your game as well? This looks really
         | cool - congratulations on making the leap to full time.
        
           | DizzyDoo wrote:
           | No, though I wrote the level/puzzle editor in Python, which
           | would generate json that was read by the game, which was
           | written with the Unity engine and lots of C#.
        
         | dgb23 wrote:
         | Your game looks absolutely ridiculous and I love that.
        
           | DizzyDoo wrote:
           | It is very silly.
        
       | trezemanero wrote:
       | bruh, i didn't finished the text, how could i finish my project?
        
       | klik99 wrote:
       | "Make it sustainable" was the part it took me a long time to
       | realize - in my 20s I'd pull all nighters to finish things. When
       | I got older, started a family, and worked on projects that take
       | months or years, I'd still approach it like a sprint - I'm
       | talking multiple times going a month of less than 2 hrs of sleep
       | most nights, full nights sleep once a week, 5 years of working
       | Saturday and Sunday.
       | 
       | Now I spend time with friends and family, treat weekends as
       | sacred, and though I still don't get as much sleep as I should, I
       | get way more done than blindly putting in the hours.
       | 
       | People warned me of it and I didn't listen, as I'm sure whoever
       | needs to hear this won't listen either, but 100%, treat it like a
       | marathon and take care of your life holistically.
        
       | mikesabbagh wrote:
       | > All that said, the joy of doing something for us by us is not
       | something I've encountered in my 15 year career yet
       | 
       | I like the "us" in your comment. I worked on many personal
       | projects, the best was when someone else is working with me. By
       | the time you finish your feature, the other person would have
       | finished his, and you see everything being built fast and with
       | less pain.
       | 
       | Actually as you know, startups are recommended to have at least 2
       | founders. So I would suggest that if you are working on a project
       | alone, find help
        
       | racl101 wrote:
       | Feel like I need a plan to make the plan to do the side project.
        
       | keewee7 wrote:
       | How did Chrome know that this article belonged to my gamedev
       | bookmarks folder when I bookmarked the page?
        
         | chromanoid wrote:
         | The page you bookmarked before that also was in this folder?
        
       | rocky1138 wrote:
       | Jason, if you're reading this: I loved your post but I can't find
       | an RSS or Atom feed for your blog.
        
       | andyish wrote:
       | Good tips and different things work for different people.
       | 
       | I find that I need to find something that I think would take a
       | week to build. Then accept the fact it's going to take 8 weeks to
       | finish given i'm doing about one hour a day rather than 8.
        
       | jimbob45 wrote:
       | https://developer.valvesoftware.com/wiki/Making_a_Mod
       | 
       | The "Making a Mod" Valve wiki page is actually fairly useful for
       | devs totally bereft of mentorship. In general, it seems like
       | there is very little opportunity for devs to find mentorship in
       | making games. Rather, you either figure it out or you wash out.
        
       | programmarchy wrote:
       | Thanks for the write up and congratulations on publishing the
       | game. Looks great and can't wait to give it a try.
       | 
       | One of the keys to your success seemed to be that consistent,
       | early morning routine. I've often find myself trying to hack on
       | side projects in the evening, after much of my energy is already
       | zapped. Even if I do have a highly productive session coding into
       | the wee hours of the night, the next day will be ruined by lack
       | of sleep, and as someone with a family it's too detrimental.
       | 
       | But when I am working in the mornings, once I'm awake and at my
       | keyboard, I'm much more productive. Sometimes, it's hard to stop!
       | But, leaving yourself a cliffhanger is also a great way to build
       | excitement to jump back in the next day.
        
       | jjcm wrote:
       | The most important message here is "take care of yourself" near
       | the bottom. I want to share a story about how I did a moonlight
       | effort the wrong way.
       | 
       | I treated it like a second job. When my day job was finished, I
       | started my second job working on a game with a team of coworkers
       | and friends. We were working crazy hours, but we were crushing
       | it. Before long we got the attention of Amazon who wanted to
       | acquire our game as part of their Fire phone launch. Our game
       | focused heavily on motion controls which was perfect for the
       | direction they were taking the phone (they were really pushing
       | the envelope with motion + cameras + other sensor fusion things).
       | We worked even harder. Before long we had a meeting with Jeff
       | Blackburn. He showed it off to Bezos and got signoff to acquire
       | us. We worked even harder. Contracts were signed and due
       | diligence started.
       | 
       | Then our lead dev died.
       | 
       | Amazon backed out as we had no way of completing the game on
       | time. We had poured everything into this game with the intention
       | that the payoff would be worth it. We never prioritized enjoyment
       | of what we were doing or our own health. Our mistake was we
       | hadn't left room for failure.
       | 
       | Whatever you do, ensure you have gas left in the tank for when
       | things go wrong. Things will _always_ go wrong in ways you 'll
       | never be able to plan for. If you stretch yourself to the limit,
       | when a bump in the road hits you you'll break and
       | everything/everyone around you will suffer.
       | 
       | I now have a far, far healthier approach to moonlighting. I try
       | and work a little bit every day on something. It doesn't need to
       | be 5 hours of work - 20 minutes is enough. I've been working on
       | something for the last 3 years or so and while it doesn't have
       | the velocity that that game did, it makes me happy while I work
       | on it. If it fails, it's OK because I find joy in doing it.
       | Success isn't a requirement.
        
         | piker wrote:
         | > Then our lead dev died.
         | 
         | That's terrible. Was the death a direct or indirect result of
         | working on the project?
        
         | quickthrower2 wrote:
         | There must have been a clause in the contract that they can
         | pull out for that reason. That sucks bad.
        
       | a_c wrote:
       | Kudos to launching. This is hard. To me the hardest part is
       | context switching. Meetings, scheduling, resource planning in day
       | job, child care after work, household core, reading, occasion
       | workout, etc. The amount of energy, both intellectually and
       | emotionally, left after all these is... miniscule
       | 
       | I'm trying with social contract - commit to somebody that you are
       | showing some progress to them, and have them to help picking
       | what's their desirable next step/topic. Hopefully I can get
       | something started
        
       | jdbartee wrote:
       | A lot of my side projects end up being:
       | 
       | "I want to learn how to do X, but I have no idea what that's
       | going to take."
       | 
       | And I end up just coding a logical step and if I don't know what
       | to do go research it, realize I did something wrong 3 steps ago
       | and then either revert or abandon depending on my current
       | motivation.
       | 
       | I've tried before to create a "game plan" before but most of the
       | time there's so much that I don't know that I don't know that
       | it's either impossible to make that plan or once I do, that plan
       | ends up being wrong anyways.
       | 
       | As such it always feels like I'm doing side projects wrong. But
       | since they're more learning endeavors more than actually trying
       | to launch a product maybe that's fine?
        
         | dgb23 wrote:
         | I think it's absolutely fine. You do something you enjoy and
         | you learn new things.
         | 
         | I think if you actually _want_ to finish something you finish
         | it.
        
       | Taylor_ wrote:
       | In the past when I was at University during the summer breaks I
       | somehow managed to create and publish two indie Xbox 360 games.
       | However I have been working full time now for 8 years and I have
       | never been able to come close to creating something similar to
       | what I did back then. I will either get simply burned out by
       | staying up late working on it (I don't recommend) or come to the
       | conclusion that the it wont be a success and give up on it.
       | 
       | I have been working on something new though and what has been
       | really working well for me is that I will try to spend at least
       | 15-20 minutes a day working on my new game, this usually always
       | results in more time being spent on it. When I finish working on
       | it for the day at a reasonable time I will create a list of very
       | minor and easy tasks and list them, then the next day when I work
       | on the project I will pick that minor thing implement it and see
       | something I'm happy with and then maybe complete another one.
       | Usually If I feel like I will tackle something bigger, if not
       | then I will enjoy the rest of my day.
       | 
       | The game has been coming together nicely so far me and it feels
       | far more sustainable. I'm also doing this more now as a hobby
       | rather than trying to make it a financial success (as there are
       | much easier ways to make money).
        
       | JimWestergren wrote:
       | Yeah, I started my game[0] in the summer of 2018. Wife and 3
       | kids. It is tough. Giving up would be the normal thing to do, but
       | I guess I am not normal.
       | 
       | [0] https://thespacewar.com/
        
       | Natsu wrote:
       | The hardest thing for me is art. Music too, but in theory you can
       | go without that.
       | 
       | And it's not just "ok, then find free art online" because you
       | also have to be able to do art in code to, e.g. let players
       | customize their character, etc.
       | 
       | I'm sure there are ways to reduce this, but making a game is a
       | lot of work.
        
       | twodave wrote:
       | I don't work on personal projects on my own time, but I do work a
       | part time hourly job alongside my software engineering job. I've
       | found for me this is an essential part of my mental health. My
       | arrangement offers up a little more variety than I'd otherwise
       | have and allows me to work with another group of people in a
       | totally different domain.
       | 
       | Also, I've found the best opportunities come through word-of-
       | mouth connections, and having 2 sets of colleagues essentially
       | doubles the chances of that happening.
        
         | TuringNYC wrote:
         | For many years, I worked at the Park Slope Food Cooperative
         | (https://www.foodcoop.com/) several hours a month, which was a
         | great orthogonal use of my mind. I started as a box-breaker,
         | got promoted to an olive processor and finally became squad
         | leader for Olives & Cheeses. The whole experience was like
         | using a completely different part of my brain.
         | 
         | They tried to get me to join their technology group, which i
         | rejected :-)
        
         | doitLP wrote:
         | Interesting. What is the field of the part time job?
        
       | tsozz wrote:
       | I dont care about finishing side projects.
       | 
       | They exist to keep my mind occupied or give it a break from other
       | stuff. Thats it.
        
         | one_off_comment wrote:
         | That's the right mentality. Thank you!
        
       | atum47 wrote:
       | Yeah baby. I'm on my way also. I've been working full time and
       | some days after work (when I have some energy left) and weekends
       | I'm little by little taking a game out of paper.
       | 
       | To be honest I don't think of it as work, cause I do have fun
       | implementing game mechanics, but I know it's hard work.
       | 
       | Congrats
        
       | dncornholio wrote:
       | My inability to finish personal projects has nothing to with
       | project management or planning etc.
       | 
       | I can't finish a side project because for me it is never
       | 'finished'. I lack the ability to say that this is fine enough
       | for my own projects. I always keep wanting to make things better
       | and never can say it's finished.
        
       | spywaregorilla wrote:
       | I'm in this boat. I think it would be impossible to do with a
       | proper family with kids, so I've got maybe 5 years to pull it
       | off. I've spent several years working on game efforts in parallel
       | and decided to dump them all. It's not the worst thing in the
       | world to give up on a concept. It's a good hobby even if it
       | doesn't pan out.
       | 
       | It's decidedly not a side hustle.
        
       | one_off_comment wrote:
       | Treat it as a hobby, not a means to a payday. It's your free
       | time. If you're not having fun, why do it?
        
       | oneearedrabbit wrote:
       | Ah, good memories. My tipping point was when I watched Krystian's
       | video "We Are All Game Beginners" [0]. It helped me embrace and
       | acknowledge difficulties that one has to overcome to begin and
       | finish a game, no matter how big or small it is. It took me about
       | three months through a turbulence phase to finish my first game
       | [1]. Also, taking this chance, any Pico-8 enthusiasts?
       | 
       | Before I wrote the first line of code, I had an honest
       | conversation with myself about why I am starting a project and
       | put it on paper as my true motivation and goal. Over the course,
       | I had to remind myself multiple times to be sincere and
       | forgiving. Working on a side means that even the simplest task
       | could stretch over several days, and it is okay.
       | 
       | I particularly enjoyed sharing my work in progress on social
       | media and with my friends. During the darkest moments, I found
       | that a great "hack" is to record a milestone that I am proud of
       | to boost my motivation and push a game a little further. If I may
       | quote Rocky, it goes like:" One step at a time. One punch at a
       | time. One round at a time."
       | 
       | Another "hack" is to cut it out if something takes longer and
       | drains your energy without any significant progress. Make
       | something even just one person to enjoy. It is already a good
       | milestone.
       | 
       | Ultimately, I took this journey as a self-exploration to get to
       | know my true self better, slay a few dragons on the way in a
       | reasonably safe environment.
       | 
       | [0]: https://www.youtube.com/watch?v=P9wztsnmEIw
       | 
       | [1]: https://oneearedrabbit.itch.io/the-pixel-maze
        
       | marcodiego wrote:
       | How to finish your first game?
       | 
       | Do it in one weekend!
       | 
       | How to do it in one weekend?
       | 
       | Use simple game mechanics: a spaceshooter!
       | 
       | Aren't you a good artist?
       | 
       | No problem! Use processing and art from https://opengameart.org/
       | .
       | 
       | I've done it once just to have fun with my girlfriend. We built a
       | very simple and fun space shooter in one weekend. I didn't keep
       | the license or links of the resources, so I didn't publish it.
        
         | toyg wrote:
         | _> I 've done it once just to have fun with my girlfriend._
         | 
         | This is humblebrag3: "I have a girlfriend" x "my girlfriend is
         | as nerdy as me" x "we coded a game in a weekend".
        
       | ensiferum wrote:
       | I was spending anything from 12 to 16h per day (including
       | weekends) for about 10 months working on my game engine after i
       | quit my day job. Now that I'm working again i still try to throw
       | at least 2-3h at it after work. Mostly i enjoy bit but sometimes
       | there are moments when it begins to feel like a grind too. But
       | unfortunately there's no choice but to grind through those boring
       | tedious parts just go get it done. The key i find is to find the
       | balance between doing the "fun stuff" abd the boilerplate "just
       | has to be done" parts.
       | 
       | It's on GitHub here http://github.com/ensisoft/gamestudio
        
       | levmiseri wrote:
       | I have done something similar - building a game while working
       | full-time. But my approach was the complete opposite of this
       | article.
       | 
       | No real process, no plan, no scrum method, not even a trello
       | board to track progress and todos. Personally, I enjoyed the
       | "fun" of it being very spontaneous, yet still passionate. I
       | didn't write to-dos and tasks to be done, because there is always
       | something to be done. And intuitively you feel what's important
       | and what's not. I also didn't want it to "feel" like work.
       | 
       | For context - the game took me about 6 months to create:
       | https://yare.io
        
         | kotrunga wrote:
         | Your game looks like a lot of fun, and the concept is really
         | cool. Would you mind telling us more about your process and the
         | technical aspects?
        
           | levmiseri wrote:
           | There is one last major piece to be done for the game (now
           | I'm no longer working alone on it) after which I want to
           | write something a bit more detailed about the journey.
           | 
           | But on the high-level -- my full-time job is interaction
           | design. Throughout my career I used JavaScript a lot for
           | building interactive design prototypes and it's the only
           | language I know, so when I had the idea for Yare.io (heavily
           | inspired by MIT's Battle Code), vanilla JavaScript (and Node
           | for server) was the only thing I could use (didn't know any
           | libraries or frameworks)
           | 
           | The project was really just a "problem" to be solved. Use
           | JavaScript to move basic geometric shapes on a canvas in a 1
           | versus 1 battle. It needed to have a UI, rendering of a game
           | state, authentication, event queue, basic ruleset, ... None
           | of this really required any tracker or rigorous process. I
           | know what needs to be done, because I'm literally sitting in
           | front it, seeing what needs to be done. It didn't need a
           | "plan", because it didn't matter when each piece of the
           | puzzle was made. Just, whatever I was in the mood for that
           | day.
           | 
           | I think the principle of simplicity (as cliche as it sounds)
           | - trying to keep everything (especially the foundations) as
           | basic as possible - was really the main thing that allowed me
           | to finish the game.
           | 
           | I don't think I could enjoy it as much as I did with some
           | scrum method, brainstorming bullshit, or anything reminding
           | me of work.
        
             | kotrunga wrote:
             | Thanks for sharing!
        
         | Sammi wrote:
         | OP is basically saying: "Here's what I did in order to do what
         | I did".
         | 
         | This reminds me of: Correlation does not mean causation.
         | 
         | And: Survivorship bias.
        
         | kfarr wrote:
         | Nice trailer video!
        
       | nonbirithm wrote:
       | I've recently realized that I haven't felt comfortable with doing
       | anything for its own sake.
       | 
       | This revealed itself as I was working on a game engine
       | reimplementation. For two years I was personally satisfied with
       | myself by being able to return to a hobby and actively enjoy my
       | time programming, and I thought I had managed to find something I
       | was comfortable with doing just for myself.
       | 
       | It turned out that I was deceiving myself by saying that I was in
       | it for the personal enjoyment. This was false. I was ultimately
       | working towards a goal that I didn't properly define, which was
       | releasing the engine. This is the goal that everyone talks about
       | when discussing game development, and it is a goal that carries
       | value only because it involves other people - people that learn
       | about and play your game.
       | 
       | So in the future I will have to be more perceptive of the goals
       | I'm hesitant to admit exist. From the beginning, I was only ever
       | going to work on such a project with the eventual goal of making
       | a release, as in making my project have an effect on people other
       | than myself. That meant I was only working on my project for
       | other people, and not for myself. The enjoyment I found in
       | working on it was nothing more than a prerequisite to getting to
       | work. It makes you feel virtuous to think otherwise, but it's
       | nothing more than an elaborate lie.
       | 
       | I don't understand how one could possibly develop games just for
       | their own sake if shipping the finished game to other people is
       | the point of game development.
       | 
       | I guess I would say that if you aren't willing to permanently
       | delete everything that you've worked on the moment you've
       | finished a project, then you're not actually "doing it for
       | yourself". That isn't necessarily a bad thing, but you have to be
       | honest or perceptive enough to be able to admit the truth.
        
         | dicroce wrote:
         | Well, you shouldn't deceive yourself about your goals. I don't
         | think a goal that involves other people is inherently bad.
         | Nothing wrong with wanting to impact the world IMHO.
         | 
         | Unless you create a game that has infinite replayability and
         | you find playing it fun you're right that game development is
         | ultimately FOR someone else. But there is nothing wrong with
         | that.
         | 
         | Ultimately you have to find a project whose goal is worth the
         | effort. Honestly part of why I got out of game development was
         | because I wanted some more reasonable projects.
        
       | halfmatthalfcat wrote:
       | I only really agree with #3. Planning things out actually hurt my
       | productivity as I'd get side tracked or disappointed when things
       | took longer than expected...then I'd look at the backlog and get
       | equally frustrated. I really just went with the flow and it all
       | came together.
       | 
       | You _have_ to have passion for it though. It 's the common trap I
       | find a lot of people in that fall out of side projects quickly.
       | They're doing it for the wrong reasons and inevitably get tired
       | of it/uninvested and burn out. It's more about the journey than
       | it is reaching the end.
        
       | luizbarroso343 wrote:
       | Abaixar
        
       | Zababa wrote:
       | Small nitpick but I really don't like how scrum uses the name
       | "sprint". You don't go far by making lots of sprints back to
       | back. You go far by walking with a clear goal in my. "Sprint"
       | carries no notion of direction.
        
       | bodge5000 wrote:
       | For me, after I got one project properly done, it actually became
       | harder to abandon a project partway through than to not finish
       | it.
       | 
       | To my detriment even, I've been working on a game for the past 3
       | years which I'm fairly sure just "doesn't work" in a way I find
       | difficult to explain. But as much as I try, I can't stop working
       | on it.
       | 
       | The other thing that plagues me is decision fatigue. I'm working
       | through a decision right now which is tangentially related to my
       | personal projects but is absolutely weighing me down mentally.
       | 
       | Edit: Reading another reply, maybe I haven't conquered my
       | problem, and that now my projects just never finish, rather than
       | me abandonding them. Maybe thats the case, but right now its
       | absolutely not finished by any means, so thats a problem for
       | later
        
       | xyzzy_plugh wrote:
       | I'll add to his advice not to quit your day job. Gamedev is
       | unreasonably difficult. It's not software engineering (whatever
       | that might mean). It's a different beast entirely.
       | 
       | I've advised several folks who said they want to quit their jobs
       | to make games to do a compo, a game jam, something small and
       | constrained. Ludum Dare has historically been good. Try but
       | expect not to finish. You'll learn about your own weaknesses and
       | limitations.
       | 
       | Even if you don't finish the first few times, you'll hopefully
       | understand what it takes, or at least think you do.
       | 
       | A good next step is to timebox one or two months, in your free
       | time, to make a game, publish it, _and earn $1_. That's it. Make
       | a buck.
       | 
       | If you can pull that off, and make a buck, you've made it. You're
       | a professional game developer.
        
         | xyzzy_plugh wrote:
         | I'll also add, it's not the planning that helps, but having
         | goals. If you set out to "make a game" you will never finish.
         | You need a goal in mind. A line that you can cross.
        
       | OJFord wrote:
       | I should first disclose that I'm terrible at 'finishing' things
       | (I don't make games, so generally not such finishable 'done and
       | shipped' things, but by 'finishing' I mean a sort of 'version
       | 1.0' I suppose, something I'm happy with, think others might want
       | to use and now it's just maintenance and improvements) so maybe
       | don't listen to me at all..!
       | 
       | But I think there's something key here that's left implicit - do
       | your own project _first_ in the day. Obviously everyone 's
       | different, but I reckon for the most part that means 'don't
       | necessarily start everything at 7am' (or do so even earlier),
       | rather than 'work first and moonlight on the side project'.
       | 
       | I have way too many days where I'm less productive on the paid
       | work than I could be because I've got something else on my mind;
       | then come the end of the day when I could finally put some
       | thoughts into action, I'm just too drained and fed up of sitting
       | at a computer to do anything about it.
        
         | toyg wrote:
         | I reckon "my project first" is a great habit, but it requires
         | something else: the willpower to start. It's very easy to spend
         | those extra couple of hours in the morning just sipping a
         | coffee, reading HN, catching up with social media. Work is work
         | and it starts because other people will ping you, you'll have
         | to be online on a certain computer, etc etc; but if you are
         | your own boss, it's very easy to let employee #1 (yourself)
         | slack off.
         | 
         | Also, this works only if you are a remote worker. Most
         | commuting will nuke those two hours away (yeah you can work on
         | the bus/train, but probably not well - spotty connections,
         | uncomfortable, no extra monitor, no mouse, etc; and if you have
         | motion sickness like me, it's a non-starter), and in the
         | evening you'll be even more shattered.
        
           | Zababa wrote:
           | > It's very easy to spend those extra couple of hours in the
           | morning just sipping a coffee, reading HN, catching up with
           | social media. Work is work and it starts because other people
           | will ping you, you'll have to be online on a certain
           | computer, etc etc; but if you are your own boss, it's very
           | easy to let employee #1 (yourself) slack off.
           | 
           | It's the same when you get back home after work though.
           | 
           | > Also, this works only if you are a remote worker. Most
           | commuting will nuke those two hours away (yeah you can work
           | on the bus/train, but probably not well - spotty connections,
           | uncomfortable, no extra monitor, no mouse, etc; and if you
           | have motion sickness like me, it's a non-starter), and in the
           | evening you'll be even more shattered.
           | 
           | I personally have 5 "free" hours after work, which includes
           | time to do shopping, eat, exercise, cleaning, all that sort
           | of stuff. It's not a lot but it's not 0. That's with 1h30 of
           | commute each day.
        
             | toyg wrote:
             | _> It 's the same when you get back home after work
             | though._
             | 
             | I would argue it's even easier in the evening, for sure.
             | The point of doing it in the morning is that your brain is
             | fresher; I'm just saying that might still not be enough to
             | start.
             | 
             |  _> I personally have 5  "free" hours after work_
             | 
             | Yeah, but it's _after_ work, when you 're inevitably more
             | tired. One could push it by going to bed earlier and waking
             | up at 5am, but it risks becoming unsociable.
             | 
             | Also, I expect you (and OP, and a lot of folks in this
             | thread) are 20-somethings with no attachments and no
             | family. Those things tend to suck every bit of spare time
             | you have, for years on end.
        
               | Zababa wrote:
               | > I would argue it's even easier in the evening, for
               | sure. The point of doing it in the morning is that your
               | brain is fresher; I'm just saying that might still not be
               | enough to start.
               | 
               | That's a fair point. I find it easier in the mornings but
               | that may be because the rare times I do wake up early, I
               | have an unusually high energy/willpower.
               | 
               | > I would argue it's even easier in the evening, for
               | sure. The point of doing it in the morning is that your
               | brain is fresher; I'm just saying that might still not be
               | enough to start.
               | 
               | I'm not sure about the unsociable thing, I personally go
               | out once a week usually.
               | 
               | > Also, I expect you (and OP, and a lot of folks in this
               | thread) are 20-somethings with no attachments and no
               | family. Those things tend to suck every bit of spare time
               | you have, for years on end.
               | 
               | I don't really like the way you put it. I have my
               | parents, brothers, grandparents, friends, coworkers, all
               | of those things take time. Sure, probably less than
               | having children, but they still take time. I know people
               | my age that have almost no spare time for themselves, and
               | some older people that seem to have all the time in the
               | world.
        
               | hbn wrote:
               | > The point of doing it in the morning is that your brain
               | is fresher
               | 
               | I think that depends on the type of person you are. I do
               | my best to get a good 8 hours, but it usually takes me a
               | good hour or 2 (and a coffee) before I'm really into the
               | swing of things in the morning.
               | 
               | It's even tougher in the winter months when sun isn't
               | really out until around 9am and the sun is already
               | setting at 5pm. It feels like you work through the entire
               | day, and mornings are like getting up at 2am.
        
           | OJFord wrote:
           | Or it works better if you work in an office - you're at home
           | working on your own project and can't be pinged until you go
           | in to the office. Not everyone has an hour long commute, and
           | even if so it's a sunk cost, still better to do your own
           | project first IMO. (It just means being even earlier up, or
           | being able to start work compatibly late in the morning.)
        
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