| I love reading these kinds of posts. Whenever I’m reminded that I’m not alone, I get a little bit more self-compassion and that makes me more excited to release my game and helps me appreciate all the progress and hard work to date. I’ve been working on King of Kalimpong [0] on and off since playtesting a one-week prototype of it in 2014. I had no idea how much work a networked physics vehicle/movement shooter game would be. (I should have, I was 8 years into a programming career). Working part-time was critical (for many reasons), but so was learning that progress is a product of discipline, not motivation, and that I needed to learn “infinite endurance” (I think that’s what Chris Hecker called it). Once I adopted the perspective that I was some finite number of 3-4 hour blocks of concentration away from turning a goofy idea into a game that anyone could play, finishing became something that felt inevitable — as long as I kept going. I’ll take the time to write about my experience after I release (which is now months instead of years away) in case any other game developers get anything out of it. Until then, thanks for another reminder that I’m not alone! [0] https://store.steampowered.com/app/1989110/King_of_Kalimpong... |