Devlog 1: The Plan

“Perfect is the enemy of done”, this has been a problem for me most of my life. Starting something and then never finishing because I was not 100% satisfied with the result.

Last year I started work on a game that was supposed to be simple, a couple of boats bumping and shooting at each other.

Early concept art
Early concept art

While I felt that the look of the game was going in a good direction, the shadows that stayed put while the boats rotated annoyed me enough to switch the game to 3D. This decision brought on a whole different set of problems, one of which was the water. I couldn’t find any shaders that were cheap enough and looked the way I wanted them to. The next few weeks I spent learning how to write shaders, and made my own water shader.


After a few more months of spending too much time on details too small for most people to notice, I finally stopped working on the project. I burned out and lost the will to continue. The project was too far from finished to release, and I couldn’t make myself rush it to completion.

Lesson learned, I underestimate the amount of work it takes to make something I would be proud of. Because of this I decided to start again, but this time on a smaller scale since I’m still not willing to completely let my standards go. So my plan is this: Finish a game I’m proud of, however small.

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I still haven’t given up on the shadows though 😉

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By day I am an iOS developer, by night I try to make games that I'm proud of. I'm interested in all aspects of game development, from art and programming to marketing. Currently I'm working on my first game for mobile devices.