Failure is inevitable in life. It helps you learn, grow and become stronger.
I grew up believing that failure was the worst thing that could ever happen to someone.
I was always afraid to fail in my studies, at making friends, when speaking publicly or at any other aspect of life.
There are numerous motivational videos about squashing the fear of failure.
They help. A little.
I changed my mind about failure the day I realized that it was just a step in the process of achieving success.
Failure is an opportunity to learn, grow, and work more effectively.
Failure is the universe telling you to adjust course, get rid of your old ways and embrace other perspectives.
Failure is not that big of a deal, especially when it’s private.
I’ve had days where I would throw hours of programming work out the window.
I made dozens of plans that never got executed.
I drew thousands of images that never served any purpose.
I made hundreds of game prototypes that never became finished products.
I used to believe that I was the worst programmer, artist or game developer for having all these failures.
I was wrong.
Not because of motivational videos, not because of Tony Robbins or other personal development gurus out there.
It was because I realised how silly my feelings were.
Nobody gives a damn about your private failures, so make as many as you can, as fast as you can.
Private failures are part of the fun.
This realisation made me happier, and more productive in my work.
It helped me work on numerous projects and finish them.
Speaking of which…
A few days ago, I released my first pc game on Steam.
For many months, I worked on the game in the privacy of my home, enjoying the luxury of my private failures that no one knew about.
Now my game is out there to be loved, hated or ignored. It’s scary!
In hindsight, I believe I should have communicated my progress sooner.
I’ve missed on the opportunity to receive valuable feedback from you or other people out there who might be interested in the game.
I guess at some point I lacked confidence that I was ever going to finish the project.
I did not communicate anything about the game until two weeks before release.
I needed to be sure that the game was definitely coming out.
It was probably the stupidest decision I’ve made.
I did a great disservice to the people who would have loved to play the game. Now they probably don’t know that the game even exists.
This is definitely a failure. But as I’ve learned through the years, failure is not defeat.
This devlog is the first step towards my “recovery”.
Publishing games on Steam, writing a devlog, having a newsletter… etc are all new experiences for me, I’m still figuring things out.
I hope it will be a chance for us to get to know each other.
I’m particularily interested in making the games that you want to play.
Talk to you soon.