Spent today away from the editor and more in planning mode, trying to figure out how to talk about VirusMon publicly without it sounding like every other "I built X with AI" video on YouTube.
VirusMon
I've been mulling over a video about VirusMon for a while, and today I finally sat down to map out what the actual angle should be. The obvious framing — "solo dev uses AI to build a game" — is everywhere right now, and frankly it's exhausting. Nobody needs another one of those.
The thing that kept pulling me back was the realization that the interesting part isn't the AI assistance, it's that this is a real multiplayer MMO shipping for a hacker con. That's a much more specific story. Solo dev, real deadline, real players, weird niche audience. The AI stuff is just how it's getting made, not why anyone should care.
So instead of inventing a narrative arc, I dug back through docs/progress/ and the screenshot diary, plus the devlog.md, to pull script beats from actual development history. There are real moments in there — the moments things broke, the moments something clicked — and they're way more compelling than anything I'd script from scratch. Building the story from the existing artifacts rather than reverse-engineering a tidy narrative feels like the right move. It's also less work, which is a nice bonus.
Didn't finalize the script today, but I've got a much clearer sense of what the video isn't now, which is half the battle.
Good day for stepping back. Easy to spend weeks heads-down in code and forget to think about how you'd actually describe the thing to someone who hasn't been living inside it.
