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Imagine that! An ambitious development project with a constantly slipping schedule! Maybe we're the Duke Nuke'Em Forever of CTFs! :)



I know how it is. At least you didn't compare it to Daikatana. :)


I swear to god, and this is terrible, but the Daikatana Effect is one of the reasons we've been so quiet about this.

Since we're going to keep rolling out new level sets continuously, we should probably have been a lot more chatty. But I keep telling Erin and Patrick that I want to control expectations, at least until we know exactly what we're shipping in chapter 1.

Of course, now we know what chapter 1 is, so I've lost my excuses to keep them from writing!

Erin & I have an emulator post ("Everything Thomas Got Wrong About Emulators This Time That He Didn't Get Wrong In Microcorruption") brewing, too.


I actually think this is the right way of approaching lots of projects. There's a strong culture which encourages people to release things as early as they have a skeleton, but I've always preferred "Be discreet until you have a fully functional 0.1." There are certainly some initiatives that benefit from immediate fanfare as soon as you have a web page and a 200-line shim (if even that), but not all that many.




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