Ask HN: Publish old projects even though the source code embarrasses you by now?
I have some game projects that were released almost ~15 years ago (https://store.steampowered.com/publisher/asylumsquare/list/100010). Of course, from today's perspective, they have some issues (low 4:3 resolution, for example).
I made the games available for free on Steam because I thought they might still find some players who enjoy them, even if they are of course a bit old-fashioned here and there.
I'm now thinking about releasing the source code as open source. I'd really like to do that, because I think it might be interesting for some people. And if people create new ports or mods/improvements, that would be pretty awesome.
However, from today's perspective, the source code is not very well structured - so it's a bit embarrassing. I'm torn on whether to publish it or not, because it might reflect badly on me as a developer. How would you handle that?
70 comments
[ 2.5 ms ] story [ 127 ms ] threadBut I wonder if putting embarrassing things in github would hurt future job searches ? I very much doubt that since the people doing the hiring will not have any idea what they are looking at :)
You don't want to work with someone who would think badly of you for some more than a decade old projects
It's all in Java and uses MySQL.
Should be fine! :D
Don't know if I would publish the source though, unless it's successful and people want to mod it.
Also, have a look at Canvas Legacy if you want some inspiration.
It will be more action than CL.
Still torn about open-source, I believe more in source-available + license fee.
The way it works now no single dev. code can be commercially viable except closed source.
No one will judge you by 15 year old code if you have recently produced good code. That's what people will look at.
Just look at the face palms at Nintendo HQ despite the amazing game they made https://m.youtube.com/watch?v=t_rzYnXEQlE
The right way to make Android apps has changed completely, and the documentation and tutorials are good now.
You can add that the statute of limitations for this code has (in your humble opinion) expired, so those wishing to judge you might want to look instead at your more recent projects.
Regarding feedback on your code, receive it as a criticism of your code (and not yourself) and you should be fine.
Project is a WSYIWYG editor (https://github.com/nicoburns/ghostedit) if anyone is interested. I wouldn't recommend anyone use it these days, but it could be interesting as a relatively small codebase to learn from if anyone is interested in how contenteditable in web browsers works.
* who was the audience/market for this? * what led to some of the technical choices you made? Benefits? Tradeoffs? * what did you learn? What might you do differently today? * What other tradeoffs that affect the code? Time to market? Only an hour a week of dev time?
This code has a story to tell, and only you can tell it.
Fellow HNers: Do you know of good examples of “code stories” that you can share here?
By the way, your RSS feed gives an error. Now I can't get updates from your interesting blog posts.
I suggest posting things that make you uncomfortable due to their 'quality' because the more you do it the more you'll start to dissolve that part of your ego that is pre-embarrassed by the imagined responses of people who have yet to review your work. I say this as someone who is struggling to finish a comic written by one of my friends for this very reason.
Do the thing - put it out there (if you have the inclination) - learn - lather - rinse - repeat.
My most widely-used project (that I was solely responsible for) is an absolute horror of tangled code. It was originally written -- or rather, hacked together with spit and baling wire -- purely for my own use, as a tool to accomplish specific tasks.
Turned out some other people thought it was interesting. I made the code available -- and nearly 2 decades later, it's still going strong, largely thanks to others who have stepped in to handle the occasional maintenance tasks.
The code is still appalling; but it does its job, and people still value it.
Code is code. Everyone has its own style. Every project has its own constraints.
I guess you didn't write bad code on purpose. You wrote it because it was the best way at the time.
And, frankly, if someone mocks you because of code you wrote somewhere, it's a good sign to ignore them. I don't mean code to be included in some other projects, but code that you wrote for your own eyes.
Honestly, no one cares. Add a note at the top of the readme that provides historical context if you must address the point. Otherwise don’t worry cause everything will be alright. People are too self centered to care about your old shorty code.
Sometimes elegant well structured code that is 50 revisions deep doesn’t tell the story anymore
My game is available at Github here:
https://github.com/mrichtarsky/K-BOOM
I guess I should add screenshots.