Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

Disclaimer: I am designing a Git alternative too.

Maybe "cloud native" will have a pull for game companies, but I am not so sure. I think a lot of studios would want to self-host.

"Git compatible" is an interesting phrase; does Diversion use the same type of backing store? If so, I am not so sure it will handle large files as well as hoped.

I had to solve this problem myself, and I did, but it required a different storage design.

Can it handle binary files? Is there a plan for doing so beyond "commit the entire file every time" or "use xdelta"?

I think this is how fourth gen version control systems will be defined. Game studios have a lot of binary assets, so this will be important.

All in all, I could see a product like this succeeding, but I think taking VC money was a mistake because there may not be enough space in the market for a company that has to keep growing to satisfy investors. I am taking zero VC, and that will allow me to make money on as few as three clients.

Anyway, I wish you both the best of luck!



> I am taking zero VC, and that will allow me to make money on as few as three clients.

A VC would give you legitimacy to help you get the customers you need. What large customers are going to back you with their business unless they know there's some deep pockets behind you? There are few things more valuable than a business's source code, it encapsulates all of their business processes and is how all of the business's data is accessed.

Why would a company want to entrust you with this? How are you protecting against data loss, and the legal liability that comes with this responsibility (insurance, legal)?


You make good points.

My VCS is designed for self-hosting, not cloud.

I will support customer installations, not host customer source code.

I am hoping that customers see less of a need for deep pockets in that case.


This is a tried and true method of bootstrapping a SMB. Sell the bits in a box with support until you are big enough to sell the service (or don't).


I mean, insurance is cheap. I have professional insurance allowing me to personally do several million in damages due to a mistake. Or recover your losses if I give bad advice. All for the low cost of 50 bucks per month, purchased through a local dev-co-op.

Trust isn’t built by who backs you though. Does it make it an easier sell? Maybe, but as a buyer, if that’s what you’re leaning on to sell to me, I’m going to be put off.

If it comes down to two, I’d trial both and care about how well it does before caring about who is backing who. In the end, I might choose the smaller company and negotiate access to source code to hedge them going under. And that sounds like an even better deal than some VC’s trying to “monetize the fuck out of me” in three years.


Oh, how might I find that professional insurance? Even though I am not going to host, I'd like something like that.


> Maybe "cloud native" will have a pull for game companies, but I am not so sure. I think a lot of studios would want to self-host.

Cloud native and self-hosting are not mutually exclusive.


They are in this case.

…and, frankly, they are in most cases. Most “cloud native” apps are designed to run on cloud services like VendorHere cloud storage, cloud functions, cloud containers, etc.

A vanishingly few of them are actually self hostable.


Can confirm, a lot of studios want to self-host.


Thanks, good luck to you too! Would love to check it out! Diversion has totally different storage, that handles binary files with no issues, but same concepts as git - branches, commits and tags. It has a Git sync feature that allows to sync commits between Git and Diversion repos. Kudos on bootstrapping the product, it's definitely not easy! Version control is much harder than it seems, you've probably found out already :)




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: