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Acme Weather 5 months ago

Try your local weather app. Here in Switzerland the MeteoSwiss app is absolutely wonderful, and has all these main features:

  - Uncertainty bands in the forecast (the bands are a better UX than more lines imo)
  - User-supplied reports
  - Many many many different maps (snow / cloud / wind / sunshine / air quality / etc)
  - Alerts (not notifications, but real alerts to watch out for something)
Plus many more other features. I found Yr in Norway also good (and on the web you also get uncertainty in the 21 day forecast https://www.yr.no/en/21-day-forecast/1-305409/Norway/Troms/T...).

Local weather services shouldn't be overlooked (and they're "free"... save for taxes!).

Do you have any resources for someone who would want to get started in small-time self hosted options?

Context here is just self-hosting my own site for friends to stream to friends (instead of whatever we squeeze out of Discord).

The WebRTC work sounds awesome, would like to try it out.

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 :)

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.

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.

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.