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I've never gotten a project far enough to be able to be shown off. Every project I've started includes some sort of technical challenge that I need to figure o
by Sohcahtoa82 5y ago
I've never gotten a project far enough to be able to be shown off.
Every project I've started includes some sort of technical challenge that I need to figure out. For example, one of my projects was a clone of an arcade game called Killer Queen (this was before Killer Queen Black came out for PC and Switch). I wanted to make an online PC clone, so I needed to figure out how to keep all the game clients in sync, account for latency, while also preventing cheating.
And I figured it out. Clients stayed in sync, cheating was impossible, and I could even handle clients disconnecting mid-game and could re-join and continue.
...but then I got bored and never actually implemented the game mechanics. Two years later, Killer Queen Black came out, making my clone obsolete, since I didn't have any features planned beyond what the original developer had done.
I've had other games I've written where the core mechanics and game loop are implemented, but I got bored and didn't want to do the tedious polishing to make it look and feel nice enough to be marketable.
- codazoda 5y agoI've released a lot of stuff^. My first rule is to simplify like your life depends on it. Remove everything you don't need. You can add more back in later. Make it ugly. Make a tiny part of it. But make something you can RELEASE. ^ Yeah, much of my stuff sucks, but it lived, for a while. To OP's point, I shut it off after a year or two without any interest.
- culopatin 5y agoMaybe what we need is a help HN. I would certainly love that too. Like a job opening but for HN people’s projects