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Recently, I've been trying to work up the effort to work on one of my side projects. This side project, SilverMUD, is something I've been wanting to make for ages, and think about often. Yet when I try to work on it, I find myself unmotivated and unproductive. Why would I not want to work on the thing I want to work on?
Figuring Out Why I Don't Want To Work On It.
I decided to sit down and really think about why I couldn't find the motivation to work on it. I sat staring at the codebase, and wondering why all of the ideas that were bouncing in my head just didn't seem to want to become lines of C and Scheme. I eventually began thinking about what my original goals were when I started it. To put it simply, they were:
- Learn a load of new concepts like network programming, multi-threaded programming, and more.
- Use them to build a programmable multi-player role-playing game.
Very vague, I know. I've simplified them here, but that is the essence of it. So how did it go? It went well, really well… for the first goal. The second, however, went somewhat poorly. I had a general idea of what I wanted to build, a setting-agnostic role-playing system that is enjoyable over a text-based interface, inspired by text-adventures and multi-user-dungeons of the early days of computer entertainment. I never took steps towards building it until much later in the project's design. Therein lies the crux of the issue.
I spent my entire time focusing on the one design goal, which was to learn. I was excited by the new concepts, and I got right down into it. A perfectly fine approach for a learning project. However, I structured the program in a way that wasn't really easy to add a game on top of. To get straight down to the point; I took a wrong turn with the design. While the goal of learning the concepts was going excellently, I wasn't considering game design or programming at any point during it, with the assumption that I can do it later.
The weird part is that assumption is true. I could continue with the current state of the codebase. However, it's going to require essentially restructring the program entirely to do it well. At that point, I may as well consider what I've learned since starting, and start again!
That's what I think is best to do in this scenario. Start again. The reason I felt like I wasn't able to work on it was because I was trying to avoid "throwing away my progress". But that progress was built on a mistake, a misstep in terms of design. I had thought about how I would like to build the gameplay systems, but I had made no attempt to implement those plans during the design, and considering that is the whole point of the program that was a big mistake.
Then, after considering it further, I realized I'm not throwing it away. I'm merely doing the same task I'd have to do if I soldiered on, but this time I can start from a clean slate and make better decisions.
What I Have Learned.
Sometimes, you have to take a step backwards to try a different route. It feels annoying, and can feel like you're not making progress, but that isn't the case. The really annoying part is that I normally iterate in this way, and leave my programs open to that iteration. But this time I just happened to build things in such a way that that iteration became difficult and awkward, not taking full advantage of the concepts I was learning. I had a gut feeling about that when I was writing it, but I found myself having too much fun playing around with whizzing bits and bytes up and down wires to stop and do the work when it would have been best.
So to sum it up, if you have the gut feeling that something needs to be changed as you're writing it, and you have all the time in the world, do it. Otherwise, do it soon as. Otherwise you'll have something built and have to tear it all down and start again.
Starting again isn't the same as starting for the first time. You can take what you have learned, and build better, build faster. But this time, I have to start again. Which is really annoying, because usually I make great effort in making the exact opposite happen. Oh, well, can't win 'em all.
And I've basically gotten a chat program out of it, too. A little rebranding, and bish bash bosh, poor man's encrypted IRC.