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I finished my side project a couple of years ago, released it, and then found I was able to quit my Python webdev job and go full time making video games. The
by DizzyDoo 10y ago
I finished my side project a couple of years ago, released it, and then found I was able to quit my Python webdev job and go full time making video games.
The key difference is that my project was a video game (this one: https://www.youtube.com/watch?v=YwXl8lDrxn8 https://www.youtube.com/watch?v=YwXl8lDrxn8) and that takes a lot of temptation to do what the OP is writing about, rewriting stuff in Haskell for example. The interesting bit when it comes to side projects (and now my full time projects) for me isn't actually the tools or the methodology or anything like that, but the end result. I spent my teenage years building games that I never finished, and it made me quite miserable, because I so just wanted to finish something. Anything.
I remember the first game I ever finished was a clone of Snake. There was nothing remotely interesting in the implementation or in the design, but I was so flipping pleased with myself, I had finished something! And that let me slowly build my projects up to more interesting endeavours, and eventually to one that could be sold. Starting small was the key for me, as I learned two things: 1 - what was 'too much' for me to try and tackle at the time and 2 - self-discipline, not chucking the project the moment I got bored, or had a 'better idea'.
- lubonay 10y agoThanks for the inspiring story. One question - how hard is it to actually deal with the administrative, non-code tasks of turning your side project into your main business? I'm talking about incorporation, supporting clients, basically all the stuff that goes on outside the source code repository.
- DizzyDoo 10y agoHonestly, not very much. I'm incorporated in the UK, which involves a 15 minute filling in of a web form to accomplish. I have an accountant who really helped me in the early days walk through some things I needed to know (normal stuff like save my receipts) and handles the VAT filings. The biggest time killer for me is the quarterly MOSS filings (registering European VAT) but that's a couple of hours of work four times a year. Supporting my customers ought to be the biggest time sink, but actually, I never needed to patch the game. Organising discounts and Steam sales and things like that takes thought, but I actually really love that side of my business. For my current project, marketing is going to be a big deal for me, but I learned a lot doing that for The Cat Machine, and for me it's as important as anything that goes on inside my Git repository.
- dooskington 10y agoThanks for the inspiration. I just thought I'd say that your game is adorable. I just recently released a tiny game as well (http://declanhopkins.com/asteroid-quest/ http://declanhopkins.com/asteroid-quest/), but it was only put on my website and I made it in a month. Regardless, it felt really good to get a game out after years of trying. I'm working on a new version of it now.
- quadcore 10y agoOfftopic: great music in the video, have you done it yourself?
- DizzyDoo 10y agoAudio is the only thing I don't do myself! I do the programming, art, writing and game design (and marketing/business stuff) but the audio side of things would be severely detrimental if I had to do that bit too. The music is done by Peter Nickalls (http://peternickalls.com http://peternickalls.com), a friend of mine that I've known for years and years. Too talented a composer to be working on my little projects, but I'm thankful for his work. The music he's worked on for my current, somewhat more ambitious project is absolutely incredible though.
- bmuon 10y agoWell, it must be easy when you can make art _like that_ ! Kudos!
- DizzyDoo 10y agoHah, well, thank you. My academic training is all in Computer Science, but I've enjoyed drawing since I was a kid. Still feel like such a beginner in that whole realm, been teaching myself animation and design and 3D modelling in the last five years, I think it'll take another five years to really get anywhere!
- GFischer 10y agoLooks great! Congratulations on shipping :) Using cats was a good idea, definitely.
- zild3d 10y agoCongratulations. Reminds me of the mobile game trainyard which has a similar logical task, but your game adds some nice depth, story, humor, and art. * http://trainyard.ca/ http://trainyard.ca/