Ship's Devlog

Musings in the process of developing ship (real name tbd)

Tech Choices pt.1

Goals behind the choices

This is not the first time I’ve tried to make something like this. In fact I’ve been trying to make some version of this game on and off for a long time. I’ve given up on this and its sister projects so many times I’ve learned to stop beating myself up about that and just try and enjoy the ride. My choices attempt to optimize my fun as a developer. That may seem frivolous but I think it may give me a chance make something that could be (charitably) called a game. And if I fail again at least I had fun along the way.

The Runway

There’s a metaphor that I’ve seen used in for funding in startups that I think can be adapted to hobby projects and that’s the idea of a runway. In startups it’s the relationship between the amount of money you’ve received from investors and how much money you’re spending per unit of time; your startup’s burn rate. Money / burn rate = the amount of time you have before your project either flies or crashes.

My hobby projects also have a runway but it’s not a financial one. It’s the amount of time before I get bored and move on to something else. What then are money and burn rate in this analogy to an analogy? Money’s easy, that’s just my level of excitement or mental energy. When I run out of energy, if I’m no longer excited, I stop working on the project.

What about burn rate? Burn rate is the speed at which you lose excitement. Whatever parts of the development process are boring or frustrating to you will cause you to burn excitement. Anything that increases friction and makes progress slower mean you get less runway per unit of excitement.

What do?

There are two knobs to turn in this analogy to make the runway as long as possible: excitement level and boredom. The goal then is to increase excitement and decrease boredom.

Increasing Excitement Level

I’m open to suggestions here but here are some thoughts in no particular order:

Decreasing Friction

Again any suggestions are welcome. This is all about avoiding frustration and maximizing productivity.

Closing Philosophy

Ideally just doing game development would generate enough excitement on its own to keep the whole process going. That’s not super realistic but if I can just keep extending the runway until I have something that’s actually playable that would be nice, although not the point.

All this is really about is having a fun hobby project. Optimizing for fun ensures this, and hopefully as a side effect I get the mental energy to keep working on it and enjoying it for a long time.

If I never finish a game that’s ok because it’s a hobby and I’ve made sure that I enjoy the process. The journey’s the thing, not the destination. My livelihood does not depend on this. If you’re trying to make a career out of solo or small group game development this is not advice for you. Maybe some of this is useful, maybe not.

Postscript

This entry was supposed to be about which tools I had selected for myself and why I chose them but it got a little off topic. I have slightly odd taste in tools or at least I’ve never seen my particular toolset mentioned much less recommended. The whole excitement runway is in some ways just a justification for why my sub-optimal choices are ok.