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I hope all of you are doing well in your respective lives. If you remember me from LP and want to catch up, or play some games feel free to add me.
Best,
Horner
After that, I lightly followed the progress over the years. Polaris learned to program (and became damn good at it), and did some cool things that I saw. I tried to come back and help multiple times over the years, but we could never make it work. I think life just got in the way for Polaris, and I can attest to the fact that trying to do a project with the ambitions Polaris and I had by yourself is incredibly difficult.
It's sad that Life Project ended the way it did, and I take the responsibility for it on myself. To see how big RP has gotten over the course of ArmA 3 and now with GTA 5 mods, one can't help but wonder if Life Project could have been a behemoth in this space. We were certainly going in the right direction.
I started working on 1.0 with a similar vigor, but after a while I began to burn out. I guess I felt like I was working on things in a vacuum, and without the positive feedback loop of pushing stuff out to you guys and getting good feedback, my motivation was sapped.
Progress slowed to a halt, I went back to public school, got a social life, and stopped using my gaming PC basically altogether. Polaris tried to get the source code to 1.0 from me for several months, but honestly I had completely disassociated myself with anything to do with gaming. I ended up getting it to him, but this was super ♥♥♥♥♥♥ of me and I apologize profusely for delaying progress more than I already had. Despite all my other shortcomings over the history of the project, this is the one thing I believe Polaris has never forgiven me for.
The second mistake was that I decided to shut down the ArmA 2 server whilst we worked on a minimal version of 1.0 to ship on ArmA 3. My reasoning for this was that I did not want to have to continue supporting the beta while also working on 1.0. This mistake hurts me even more because not only was it stupid, and quite frankly, borderline non-sensical as I could have just stopped working on the beta altogether (bugs and all), but it was also arrogant in the fact that I thought I could achieve all we hoped for in a relatively short period of time.
To build the beta for Life Project, I think I was coding a solid 60 hours a week. I would code for like 10 hours straight at times. During the beta, I did take some time to actually play the mod, but ultimately I would get bored and go back to working on new features.
After a few months, the ArmA 3 Alpha released. You see, our plan since the beginning was to make a mod for ArmA 2 in order to cultivate a player base, and then to make the premier life mod for ArmA 3. Our aspirations were large, with ideas that had never been done before, and even some that I have never seen done since (albeit I have not followed the scene closely). This latter project was given the moniker "Life Project 1.0".
Now here is where I made two idiotic mistakes. The first was the decision to build 1.0 from scratch. Those of you who are Software Engineers may be cringing right now, as this is infamously known as one of the dumbest things you can do. [www.joelonsoftware.com] However, being a teenage, self taught programmer, I simply did not know any better and thought it would be easier to build all the new features we wanted on a clean slate.
Hey guys,
It's been a long time since I've addressed this community. Probably somewhere close to 9 years at this point. I really just wanted to say how deeply sorry I am that Life Project 1.0 never ended up happening. The other night I downloaded Taviana for ArmA 3 and gave a quick drive around and the amount of nostalgia that filled me was incredible. I figured I could take a moment to come here and explain to you all, from my perspective, what happened.
I know it seems like ancient history, but the Life Project beta officially launched at the beginning of 2013. Due to our development and admin team having an extensive history in the life mod community, we released with a lot of anticipation and a solid initial player base. Over the few months that the beta was live, our player base grew quite rapidly and all was well.