Are you me? Programming feels like productive work, and indeed it is, up until just about the point you are at. Now it is not productive work any more, in fact, once the product is finished, programming is counter productive work. Other things need to be done and you don't know how to do them and if you do, are not in the habit of doing them. IOt is easy to get up in the morning and write code, harder to do unfamilia…
Ask HN: Why is nearing completion so demotivating?
31–40 of 171 posts
Re: Ask HN: Why is nearing completion so demotivating?
#32Like someone here said already - the second 90% are no fun. The first 90% are fun, launching is fun, people using and loving your software is fun and eventually getting filthy rich is probably fun (I really wouldn't know), but the second 90% are usually just a giant pain in the arse. Accepting that does make it easier.
Plus, when you're making something you care about and you really want it to be good, it's particularly hard to say no to features, even more so when you expect to get paid for the whole thing. And a case can certainly be made that one should probably be careful not to launch an MVP with too strong an emphasis on the M, no second chance for a first impression and all that.
That being said, as Joel Spolsky once wrote, shipping is a feature. It's your most essential feature. If you cut a few things here and there and add them post-launch, it probably won't kill you. It may even turn out that you don't need them or that you could do them better.
If you keep pushing a deadline trying to get everything in there, getting it just so for the launch, losing more and more motivation along the way, maybe deciding that you really need to rewrite this or that but it'll take you another month or something - that could kill you.
So I think this is the time to brutally cut everything you can cut and just get the damn thing out the door. Half a product is better than both a half-arsed product and no product.
Once you're done butchering your todo list, you apply the age old universal recipe for all things that you don't feel like doing but need to do, trite though it may seem - you take it one step at a time. You don't sit down at the computer thinking "I've got to launch this". You sit down thinking "I've got to implement this thing", "I've got to fix that bug", etc.
You've worked on something continuously for two years. This already puts you ahead of the overwhelming majority of people who want to make things. In the words of Captain Reynolds:
https://youtu.be/xbbj2o0yUI0?t=17s
I should probably go and see about following my own advice now.
Re: Ask HN: Why is nearing completion so demotivating?
#33Earlier quoted context omitted.
I'm just saying heck I wish I could take my own advice. I am empathizing with the OP about how hard this point of a project is. Perhaps I'm being too dry.
Maybe a bit meta for HN.
Re: Ask HN: Why is nearing completion so demotivating?
#34If that’s true, it’s better to be realistic about what work remains. That way you won’t lose motivation when you’re spending so much time completing the project, because you’ve consciously recognized there is still a lot of work to do.
And TBH I’ve been in the same boat, and in fact am in that 80/20 area on my current project. We’ve all been there I think. It’s part of software. Best thing you can do is recognize it for what it is and deal with it like you would any challenge.
Re: Ask HN: Why is nearing completion so demotivating?
#35Re: Ask HN: Why is nearing completion so demotivating?
#36I totally get what you are saying and have been there myself - the development stage is fun, and you avoid / defer marketing tasks because, let's face it most of us HATE that stuff. But if you want to make money, you need to do it, and having a plan helps because you have the 'big tasks' broken up into little chunks.
Once you have broken down the steps you can plan your time - start by spending an hour a day on one of the marketing tasks, just to get into the mindset and work from there. You might find some marketing tasks are fun, just as doing a blog / video demo of the product, or putting together a collection of cool screenshots showing what it can do.
Your very first marketing task is to post here with a screenshot or something showing what your product looks like, or even the name - marketing is part getting the name out and I haven't seen that in this post anywhere yet.
So, yes it is hard but take it in small steps - one at a time and be persistent.
Re: Ask HN: Why is nearing completion so demotivating?
#37"perfectionism is very dangerous because, of course, if your fidelity to perfection is too high you never do anything, because doing anything results in... it's actually kind of tragic because it means you sacrifice how gorgeous and perfect it is in your head for what it really is, and umm, there were a couple years where I really struggled with that."
Re: Ask HN: Why is nearing completion so demotivating?
#38Here's my animation platform that gets no traffic as an example: https://www.superanimo.com
Maybe yours will be different but at one time I also thought "if I release it, the people will come." Luckily I wasn't invested too much in a certain outcome after launching. Otherwise I would have never kept improving it. I still don't know if more than a few people will ever try it, but I like working on it so much it won't ever feel like a waste. If nothing else, at least I can make silly animations with it.
Re: Ask HN: Why is nearing completion so demotivating?
#39When you're only spending ~2 months developing a bare-bones MVP, it becomes easier to just launch the thing and be less attached to the ultimate outcome.
This is just my personal experience, I've worked on both types of projects and I vastly prefer the ones that take only 1-2 months to validate.
Re: Ask HN: Why is nearing completion so demotivating?
#40Earlier quoted context omitted.
It exports to html, with a 3d scene and svg filters, which are stackable. There is a path system (for 2d cartoons), but that'll likely be v2(so much to polish). Then there are a few ways to integrate it in the page, options for pop out and fixed position play(based on scrolling), in page play(based on scroll[like parallax but better]), auto play(with some options based on scrolling). I'll make a video when I get some…
Are you at all concerned about software patents in this space?