Kin is dead. Long live Kin.
The old application had accrued too much technical debt, and it just wasn’t fun to maintain anymore. So I’ve killed it.
Please welcome Kin 2, as the worthy and shiny successor. Kin 2 will, as opposed to its predecessor, operate as a SaaS type product. It’s currently divided into three core products:
- The API
- The account management site
- The client application
The API is the core of Kin 2. It contains all the logic and database connectivity. Ideally, once it’s mature anyone and everyone should be able to build clients that access Kins API. Hopefully, this will lead to many exciting use cases that I haven’t thought of myself.
myKin is the account management site. It’s meant as a single gateway for players and organisers to track their games and characters. Whether or not it’s a good idea only time will tell.
The client is essentially what used to be the UI of Kin. It’ll have friend lists, status updates, reactions and comments, and so much more.
There’s a whole lot of reinventing the wheel going on, but that also allows for refactoring and improvements.
I’m doing all this for a number of reasons.
- It just wasn’t fun anymore. All the time I had to spent on the project was spent maintaining code and putting out fires. There was no time to improve upon the application.
- At the early onset of the project some choices were made that allowed for it to get out the door quickly, but also shut off some avenues for the project. Primarily that of disconnecting the UI from the logic.
- People have been asking for a better mobile experience for years. The best I could offer was an OK mobile site, but given the complexity that wasn’t as good as I wanted it to be. By rewriting the application to have an API core we open the opportunity of possibly at some point creating native mobile apps for the platform.
- I had learned all I could with the current platform. There was no challenge left, and it was very bread and butter.