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The Forever Project

heredragonsabound.blogspot.com

11–20 of 20 posts

Re: The Forever Project

#11
post #8

Earlier quoted context omitted.

But people asking specific things about it might become a distraction. Getting unwanted input, or feeling socially obligated to help/change things, might become a distraction.

True, but if you're comfortable saying "I can't help you with that" or "I'm not really interested in doing that right now", doesn't seem like it would be much of a problem. At least not if you give something away for free; if the ones asking for help are "customers", I can see the dealing with distractions feeling more obligatory, but even that seems solvable if you just sell it with the caveat that only minimal supp…

I think very few people would be comfortable doing that, to such an extent that it doesn't influence one's mindset on the project. This is a statement that takes into account the author's awareness of their own psychology.

Re: The Forever Project

#12

> "To return to the question I posed at the beginning of this essay, that last point is one of the reasons I don't make Dragons Abound available and haven't tried to monetize it. Doing either of those things would be a distraction from what I consider the important work - keeping myself happy with interesting challenges and opportunities for personal growth." Not sure I understand how monetizing it or open-sourcing i…

It changes from becoming a hobby project, and from the author doing something for himself, to a product, and the author becoming a community manager. That is not for everyone.

Re: The Forever Project

#13
post #2

Interesting how it first tells you that Forever Project is not about setting goals, while truly pursuing the goal of learning. This becomes especially clear in the end, when polishing is criticized. If there is a goal (learning new things), doesn't it strip away the benefits of Forever Project thinking?

Learning new things in open ended, so the project goes on forever potentially.

Re: The Forever Project

#14

I love this framing! I've got a "forever project" I'm working on (a web based storytelling game platform) and it's been an absolute joy to have something I can keep extending and tweaking. Sometimes my motivation is to enable a new type of game I'm designing and sometimes it's just to make the platform better. One thing that I've found super helpful is having a huge diversity of TODOs. If I'm in the mood to code some…

Eh, personally I disagree with this. I hate having 'TODO' lists for stuff like this, I like keeping ideas/notes. Maybe it's just a difference in the naming convention.

Another similar example - I no longer keep a 'reading list' or a 'someday maybe' list, I just have a series of bookmarks and notes that's searchable if I need to reference them for something in the future.

Either it's important enough to do now, or it's important enough to forget until it's important enough to do now.

Re: The Forever Project

#16
post #9

Earlier quoted context omitted.

I believe the important thing is that the goal is just a placeholder for whatever you believe is progress, generally. So it's incredibly fluid if you allow it to be. For example, I have been working on a pinball simulation, and my attitude is very Forever Project in most respects. I first did almost nothing in terms of productivity, and just played pinball games and became familiar. Occasionally I poked around at how…

Hello, please put your website or Twitter etc in your profile so I can follow where this pinball madness is going :)

I don't want to personal-brand much :) but here are some fediverse and itch links, roughly corresponding to small and big news:

https://vulpine.club/@Triplefox https://triplefox.itch.io/

At minimum I will be putting up a downloadable on itch in a few days or so.

Re: The Forever Project

#18
post #9

Earlier quoted context omitted.

Hello, please put your website or Twitter etc in your profile so I can follow where this pinball madness is going :)

I don't want to personal-brand much :) but here are some fediverse and itch links, roughly corresponding to small and big news: https://vulpine.club/@Triplefox https://triplefox.itch.io/ At minimum I will be putting up a downloadable on itch in a few days or so.

Marvellous, thank you very much :-)

Re: The Forever Project

#19

I love this framing! I've got a "forever project" I'm working on (a web based storytelling game platform) and it's been an absolute joy to have something I can keep extending and tweaking. Sometimes my motivation is to enable a new type of game I'm designing and sometimes it's just to make the platform better. One thing that I've found super helpful is having a huge diversity of TODOs. If I'm in the mood to code some…

Hey! This sounds really interesting, anywhere I can follow along with progress?

Re: The Forever Project

#20
Interesting article.

> (...) you must provide your own direction. You decide what to study, how to study it, and how to apply that new knowledge in some interesting way. (...) this is a stumbling block. (...) The good news is that for several reasons this is much easier for a Forever Project than for graduate school.

> When you craft something, much of the interest is in solving the puzzle of how to use the skills you've mastered to create the item you desire to produce.

> My Ph.D. topic was on creativity, but my adviser was very interested in the related topic of humor and that distraction caused me no end of pain.

> Another good source of ideas comes from reading about similar work and otherwise participating in a community of enthusiasts.

> Having rewards at different times scales lets you adapt your effort to your current level of motivation.

> tangible progress. As you work on your Forever Project, what will you have to show for your work?

> writing about your Forever Project forces you to think about your learning process.

Thanks OP.

The whole approach is nice if, for a start, you can afford enough free time for it after your work, family and choices in life.

"Graduate studies". As a Ph.D., too, I can somehow confirm what the article author writes about providing one's own direction.

All this rings a bell. Perhaps I have a good forever project in "writing stunning software that runs on limited resources", with journey through writing first-person immersive 3D games running on 8 (and even 4) bit processors and limited memory?

Not as varied as map-making, but still: mathematics, theory of computation, cognitive science, human visual system, signal processing, real-time systems, video game history and communities, music.

* (1991-1999, mostly 1996) 3D dungeon game on a 1MHz 4-bit processor http://amphi-gouri.org/hp48/dm48/#presentation (block-per-block motion à la Dungeon Master), runs on HP-48 handheld calculator.

* 2020, an award-winning puzzle game with falling blocks with a smooth 50Hz not-missing-a-frame animation driven by a Z80, running at 4MHz and feeding a huge-for-the-era 16kbytes framebuffer. You can play a beta on https://gourichon.org/cpcitor/justget9/beta/tutopic/

* next step: 3D immersive game with smooth motion on the same hardware. Few have tried. (It's easier when the framebuffer is only 1k like on the TI handheld calculators, I want to do it big.)

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