I tried to complete a full Rails project in two days – it was a disaster and I’m glad I tried it.

Pixel art of a plant in a pot

Sometimes, somehow, a fire gets lit under your butt and your path is clear. All you can think about is the code you’re writing. You turn around and all of a sudden 4 hours pass in what seemed like no time. Textbook flow-state.

This weekend, I attempted to manifest this feeling to no success. These things, as you will see, are not something you can just do on command. But you can make them more likely to happen. Let me explain.

The final step of the 1212 process

To give some context, I’ve been working on something called the 1212 learning process. I wanted to learn Ruby on Rails, so I challenged myself to work on four projects, each with increasingly aggressive deadlines.

βœ… Complete a project within 1 month (Bloggington, blogging web app) (~60 hours of focused work)
βœ… Complete another project within 2 weeks (Phasmid, bug tracker) (~50 hours of focused work)
βœ… Complete another within 1 week (Evenfall, web chat) (~33 hours of focused work)
🚧 Complete a final project within 2 days (This project, Sesh, workout tracker) (~7 hours of focused work)

I normally would leave a checkmark next to my project once the time is over, but Sesh is not complete by any stretch of the imagination. The project timer started on August 9th, and ended August 10th.

Small forewarning

This post will be considerably less technical than my other posts in the 1212 process. This is a reflection on standards I set for myself, how I fell short of them, and why that’s fine.

What happened?

A few things happened.

Coming off of Evenfall, I wanted to get my two-day project started before I lost steam. Knowing that weekends would be the best time to do it, it meant that skipping a weekend was basically skipping a whole week. I decided to do it sooner than later because if not, I could see myself putting it off. This may not have been enough rest time between projects.

In addition, I had the gall to use leisure time during my two days. I knew that I was going to have to do a decent amount of serious, focused work, so I used a good chunk of my time to relax in between sessions. This obviously led to lost time.

The real problem, and the main topic of discussion, was my subconscious desire to step away from my code a lot while I was working on it. It almost felt like my mind was trying to find every possible reason to distract itself. While this wasn’t new territory, is was particularly acute during this project. In short, I found that I was procrastinating a lot.

Pushing past procrastination

Here is my time log for the two days:

8/9 1hr in morning, start 2:15pm. pause 4:00. Start 4:50, stop 6:35 
8/10 start 10:20 pause 11:00. Resume 11:15 pause 12:00. Resume 12:15, pause 12:45, start 1:45, pause 2:45, start 3:15, stop 4:00

By the time 4pm Sunday rolled around, I was already done. I knew that I wasn’t going to have anything resembling a finished project unless I hard grinded through to midnight. But I was already mentally exhausted. Not only because coding is coding, but because I spent so much energy fighting myself.

There’s a helpful chapter in Tiny Experiments by Anne-Laure Le Cunff which talks about procrastination. It describes how procrastination can potentially stem from three parts of you: your head, your heart, and your hands.

  • Head – Is this something worth doing?
  • Heart – Do I feel good doing this?
  • Hands – Is this within my capabilities?

Upon reflection, I realize that each of these things played a role in my subconscious desire to avoid working on this.

Is this something worth doing?

For the most part, yeah. The 1212 process had already shown its value in my first three projects and this seemed exactly like the logical next step. But it does come with a question when you look closer. Is it worth spending as much time as possible grinding out a full project on a weekend? To some, possibly. For me, I think on some level it wasn’t.

I know some people really enjoy hackathons and code jams; I do too. Though perhaps for a longer period than a weekend. Or maybe just a couple days within working hours and I’m getting paid for it.

Is this within my realm of capabilities?

Probably not. I’m still learning Rails and I don’t quite have the speed to do much of anything substantial within such a small amount of time. I think I knew this going into it, and as a result, there was probably a subconscious desire to avoid such a futile effort.

Do I feel good doing this?

While I am happy to commit a good chunk of my weekend to making stuff, confining a deadline into two days did not elicit a healthy attitude. If I wanted to get anything done, I had to really work on it! And what if I felt like I was done for the day after a couple of hours? I’ll just have to suffer through it.

Normally, for my longer-period projects I could jump into my work even if I wasn’t quite feeling it, because I knew I could consistently get an hour in if nothing else. For this, it was like yeah you’re committed once you start working.

The tough guy in the back of my mind

Even knowing that my expectations were unrealistic, there was a part of me while working on this project that was like “so you’re gonna just give up like that? In the real world, you don’t get to rest. Especially if you want to be self made.”

But you know what? You can rest. My goal is to design my life in such a way that insane deadlines are an absolute last resort. Not the norm. Yes, this requires leverage. You know how you build leverage? You upskill. A lot. You know how you upskill? Consistent, daily practice. You know how to make this easy? Enjoy the process. The moment you begin to resent your process, the more likely you are to abandon it, and the more likely it is to fall apart.

The mere act of falling short of my own unreasonable goal was enough for me to put off writing about this project. I could have just let this failure fade away. I could have let resentment go to a broil and then give up because it felt bad. Look, see, this stuff is stupid and not worth it. Nobody even reads these posts. But nah, I’m tired of doing that. It is worth it, and I am growing. Just because I can’t code something in two days doesn’t mean my efforts are for naught.

Lessons learned

Things to consider when shipping a real project

Disappoint people up front. Give a time period that’s at least twice what you think you’ll take to get it done. Yes, every situation is different, and you may have to make sacrifices from time to time. But those sacrifices need to be the exception, not the rule.

Many might know this already. And I bet good chunk of those people don’t follow it and need a reminder. Let this be your reminder.

Constantly overworking is not scalable

I like to think I learned a ton from Rails since May when I first started the 1212 process.

While I was working on Bloggington, I was on vacation to see family. I spent time out of my day whenever I had the chance to work on the project. I never pushed too hard and I never let it get in the way of quality family time.

When I worked on Evenfall, I worked on it every single day. I still had time for gaming or going out. Frankly, I don’t remember much of my in-between time for Phasmid. I think the project was interesting enough on its own to consume a lot of my time while still being interesting. And that’s perfectly fine too!

A time and a place for code-benders

Recall what I mentioned earlier about several hours passing by in a flash after an intense but satisfying coding session. By no stretch am I discouraging these things from happening. In fact, the act of working on things daily will put you in a much better position for these small miracles to happen.

However, you need know your limits. By working on the 1212 process, I think I found mine.

I created a web chat app in a week: my fastest Rails project yet

A pixel art image of a sunset, with mountains and buildings

I gave myself a goal: one week, one Rails project. And that I did. This one is called Evenfall. It is a real time chat application where people can make rooms and type back and forth. Is it reinventing the wheel? Yep. Is it going to make a splash? Nope. Did I learn a lot? Yep. As you’ll see, the biggest challenges did not come from the networking part of the chat, but rather making it not annoying to use.

This project started on July 23rd 2025 and ended July 30th.

Some context

Evenfall is part of a series of projects called the 1212 learning process. For this I am learning Ruby on Rails in an attempt to get past my nasty habit of overthinking everything and instead just get stuff done. You all know that over-thinker. You might even be one of them.

Anyway, to give a high level overview, here are my projects I completed as part of the process:

βœ… Complete a project within 1 month (Bloggington) (~60 hours of focused work)
βœ… Complete another project within 2 weeks (Phasmid) (~50 hours of focused work)
βœ… Complete another within 1 week (This project, Evenfall) (~33 hours of focused work)
🚧 Complete a final project within 2 days

For those who want to see the repository as it was after just the 7 days, refer to the legacy branch of the repository.

The end result

This is a quick 1 minute demo on creating a chat room and doing some simple back and forth chatting. I use two separate browsers on two separate accounts to simulate the interaction.

How it went

Day 0 – Strong start

I did the usual day 0 things. Got the Github repository up. Ran the convenience scripts to get things like authentication, ActionText, and the models in order. The database schema was simple this time, and I did my fair share of wrangling models during Phasmid, so it was easy to get a working database skeleton working in short order.

Day 1 – Plot twist

I got real time messaging working. This is huge news given how early it is in the project. I do want to elaborate on this a bit, as it is kind of the core gimmick of the whole project, and yet said gimmick was complete in 2 days.

How was this done so quickly?

This was done using ActionCable. This comes with Rails and makes it incredibly easy to incorporate real time updates pretty much whenever your business logic wants to. I will admit, I did use ActionCable when writing Phasmid so that contributed to my headstart.

Real-time messaging works in 3 major stages

  1. A message model instance is created
  2. A broadcast is triggered, sending the message’s HTML contents to a subscription
  3. The room that has the subscription receives it, and displays it in real time.

Here is the entire Message model in my project (edited slightly for formatting):

message.rb

class Message < ApplicationRecord
  belongs_to :user
  belongs_to :room
  has_rich_text :content

  after_create_commit -> { 
    broadcast_append_to "room_messages_sub_#{self.room.id}",
    partial: "messages/message",
    locals: {
      room: room,
      message: self
    }, 
    target: "messages"
  }
end

The important part is after_create_commit, which essentially does the following:

  • After a Message instance is created (AKA anybody sends a message), send a broadcast to all subscriptions associated with this message’s Room. For the purposes of this project, only one subscription exists which I will mention shortly.
  • partial refers to an HTML “chunk” which will be appended to a target called "messages". The target refers to the id of a div that is located in the chat room.
  • locals passes along the information to be used when appending the message data to the target div.

A moment ago, I mentioned a subscription that will receive the broadcast. This is where the subscription exists:

_messages.html.erb

<%= turbo_stream_from "room_messages_sub_#{room.id}" %>
<div id="messages" data-controller="messages" data-messages-target="messages">
    <%= render "layouts/flash" %>
    <p>--- This is the beginning of the chat ---</p>
    <% messages.each do |message| %>
        <%= render "messages/message", message: message, room: room %>
    <% end %>
</div>

The important part is the beginning, where we define the turbo_stream_from with the same name "room_messages_sub_#{room.id}" that is referred to in the broadcast_append_to line in message.rb. The second important part is the <div id="messages" ...> portion as this defines where the broadcast needs to append to (i.e. the target).

And for reference, this is the partial being broadcast, the HTML “chunk” as it were:

_message.html.erb

<div id=<%= combined_dom_id(room, message) %> class="room_message">
    <span><b><%= message.user.username %>:</b></span>
    <%= message.content %>
    <br>
</div>

I want to note that ActionCable is not perfect. If you are not actively looking at your tab, it’s easy to miss messages when you come back to it. While this can be fixed by refreshing, that’s obviously not very cash money of the application.

There are ways to improve this, such as setting something up to queue messages for you. Or perhaps you can use AnyCable, which is apparently a drop-in replacement of ActionCable with more stability/features. That said, I accepted the limitations of ActionCable in the meantime for the sake of moving my project along and not getting bogged down in trying to get an external library to work.

Day 2 – Making stuff look nice

This day was pretty run of the mill. A bit of HTML/CSS formatting to make things look neater.

Day 3 – Mobile, navbar, and early chat interaction logic

More stuff like day 3, as well as making the site look better on mobile. I made a navbar and edited chat rooms so that they will auto-submit when pressing enter. Chat room interactions start out simple, but the next day will show me that to get them precise is a different story.

Day 4 – Chat rooms are hard

So I did the thing where I underestimated the complexity of handling the intricacies of a chat room. Here is the layout of the chat room:

A chart showing a chat box with a submission form under it. The scroll bar is pointed out.

Here are the problems I had while making the chat room usable:

Scrollable elements in HTML start at the top and not at the bottom

This means that to show the latest messages, I have to auto-scroll the scrollbar to the bottom when the user enters the room. This was the easiest of the issues to solve.

When a user sends or receives a message, the scrollbar does not adjust

If the chat box has a new message, the position of the scroll bar stays the same. The message is “hidden” until the user scrolls down. This is of course really bad user experience.

Now, this could be solved by auto-scrolling to the bottom when any message is entered into chat. This creates a new problem though. If you’re looking through the chat history, you will get rudely interrupted every time someone in the chat posts a message. I could have invested time in a fancy thing that notifies you of new messages at the bottom, but the whole 1-week deadline said “no sir you’re keeping it simple.”

As a result, my simple solution was this: if your scroll bar is low enough in the container when any message comes in, then it will auto scroll down. This “low enough” value was definitely based on vibes. I settled at 200 pixels. This was eventually done on day 7.

Pressing return on the message editor does not send messages

This is an understandable problem. The Trix editor has no business auto-submitting forms when pressing return for a multitude of reasons. However, my app certainly has that kind of business. Fast paced messaging is the name of the game.

But of course, we still want people to be able to create newlines. As a result, I needed to account for shift + enter.

It all needed to work on mobile

I made it a point to try and make this site mobile compatible. So all of the problems above needed to be solved for mobile too. Most solutions transferred over, but pressing return was the only way for someone to realistically create a newline on mobile, so I had to code a workaround for that on day 7.

Time to learn Stimulus

I realized that regular Javascript inside of the HTML was not going to cut it, especially when you have stuff constantly changing around in a chat room. Using Stimulus controllers made it far easier to keep track of the state of the page, and act upon those changes.

I don’t like how my controllers came out, and as a result I will not be going into too much detail about them in this post. The good news is I think the next time I write a stimulus controller, it will be far more organized. And perhaps more worthy of writing about.

Day 5 – Centering some divs

I spent the session centering the forms so they look good on desktop and mobile. You heard that right gamers, I centered some divs.

Day 6 – UX improvements

I made the login/register forms a bit more informative if the application has any issues with form submissions. like mismatching passwords and cases where username/email are already taken.

Oh I also added the favicon.ico

A small icon depicting a road going into a sunset

Day 7 – Cleanup

A lot of this was a continuation of Day 4: Chat rooms are hard. I got around to fix the remaining issues I ran into that day. The rest of the time was spent cleaning up formatting, applying max character restrictions on forms/models, and stopping the chat box from taking any drag-and-drop files other than images.

The numbers and conclusions

ProjectTime WindowHours Worked% of Total Time
Bloggington1 month (~730 hrs)~60 hrs8.2%
Phasmid2 weeks (~336 hrs)~50 hrs14.8%
Evenfall1 week (~168 hrs)~33 hrs19.6%
Project 42 days (~48 hours)TBDTBD

The time spent on Evenfall was past my initial expectation of about 25 hours, which instead landed at about 33 hours.

Interestingly, even though I spent a considerable amount of time during the week, I didn’t burn myself out. There was plenty of time for me to do other things most evenings like gaming or going out. Having a remote job also helps.

Given my practice on the first two projects, it is reasonable to say I was able to do just a little more in less time. Plus, I’ve found it’s more enjoyable to code using Rails now that I’m getting the hang of things. Great news overall.

The two day project will be coming soon. It will need to be on a weekend where I don’t have much plans, so it may be some time. But it will happen, and it will be the toughest challenge yet. My projects sequentially halved my available time. This final one is the outlier, cutting my time by more than half. I described it as such in my initial post about the 1212 process:

“Project 4: The Crucible (2 days): Your ability to very quickly get something out the door will be forcibly squeezed out of you. The shortest path to success is the only path.”

Time for The Crucible. Stay tuned.