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Do you get bored halfway through projects?
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Slime
Objection!!!




Joined: 27 Feb 2005
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PostPosted: Sun Aug 28, 2005 7:10 pm    Post subject: Do you get bored halfway through projects? Reply with quote

THIS IS NOT A POLL!

Anyways, I always seem to get bored when working on my game, then get all excited about it, add a good chunk, and get bored for a few more months.....and the cycle repeats....

I was supposed to finish the game months ago, but I'm still about 3/5 done.....

Am I the only one?
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Pako the True G
pako




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PostPosted: Sun Aug 28, 2005 7:51 pm    Post subject: Reply with quote

No Mr.Slime actually im going through the same thing... Really confused Thats why i havent released my game for download yet
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LeRoy_Leo
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PostPosted: Sun Aug 28, 2005 8:03 pm    Post subject: Reply with quote

Well, not bored, but sometimes I lose inspiration...
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Pako the True G
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PostPosted: Sun Aug 28, 2005 8:25 pm    Post subject: Reply with quote

Yeah thats a good way to say it!
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Fernurion
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PostPosted: Sun Aug 28, 2005 8:26 pm    Post subject: Reply with quote

my problem is getting halfway through a project, then getting a better idea. I then start a new project. The cycle repeats. At the moment I have about 9 diferent, unfinished projects.
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Pako the True G
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PostPosted: Sun Aug 28, 2005 8:29 pm    Post subject: Reply with quote

hehe i do that too! Pissed off! Pissed off! Pissed off!
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Squall
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PostPosted: Sun Aug 28, 2005 9:12 pm    Post subject: Reply with quote

Pako, this is the sort of thing I was talking about in that PM a while ago.
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Mike Caron
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PostPosted: Sun Aug 28, 2005 9:58 pm    Post subject: Reply with quote

Fernurion wrote:
my problem is getting halfway through a project, then getting a better idea. I then start a new project. The cycle repeats. At the moment I have about 9 diferent, unfinished projects.


The same thing happens here, although on occasion, my new project is actually an improved version of an unfinished one.

I find that I can keep three projects going on at once without feeling overwhelmed or anything. However, I can't work on them "at once" (not, simultaneously, but in the same day). I usually work on each one, say, a few days, then switch to #2, work on that for a bit, #3, etc. That way, when I'm not working on a particular project, I can let it "stew", which both gives me inspiration, and lets me see the wood for the trees, so to speak.
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MADSOFT Games
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PostPosted: Mon Aug 29, 2005 12:39 am    Post subject: Reply with quote

Same thing here, LOL...
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SilentAngel
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PostPosted: Mon Aug 29, 2005 12:49 am    Post subject: Reply with quote

Some advice for you guys, which I've found helpful when game-designing/making:

If you feel tempted to release a demo just to get something out there, don't. Trust me. I did this, and it killed any inspiration to work on it further. I was warned about this prior to releasing Hikari no Senshi, ignored the advice, and shortly after I released the first demo, I stopped working on it due to lack of inspiration. (And that was over a year ago Neutral). I may still work on it in the future, but during the class semester I don't have a huge amount of time to do anything OHR, so it'll be a project I'd work on in the breaks.

Secondly, don't over-implement a project to the point where you have a massive epic storyline - it also won't get finished. Once again, another of my fatal mistakes.

Most of the stuff leading to losing inspiration comes from the knowledge (or lack thereof) of exactly how long it takes to create a game, even a small one. That being said, if you're not willing to set aside at least a couple of months, don't expect to have a game that's anything more than 30mins, unless it's a contest entry.

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LeRoy_Leo
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PostPosted: Mon Aug 29, 2005 12:54 pm    Post subject: Reply with quote

SilentAngel wrote:
Some advice for you guys, which I've found helpful when game-designing/making:

If you feel tempted to release a demo just to get something out there, don't. Trust me. I did this, and it killed any inspiration to work on it further. I was warned about this prior to releasing Hikari no Senshi, ignored the advice, and shortly after I released the first demo, I stopped working on it due to lack of inspiration. (And that was over a year ago Neutral). I may still work on it in the future, but during the class semester I don't have a huge amount of time to do anything OHR, so it'll be a project I'd work on in the breaks.


So, what you're basically saying is "releasing a demo will kill the momentum," right? That's only true with sex, girl.
Give me a break, SA. This may be good advice if there are bad reviews flying around or NO reviews what-so-ever, but it's misleading. I think you bring up a big point here, though. This is a review problem more than a personal problem. You might have sub-consciously thought that your work was done now that the game was out there. You needed someone to tell you there is more work to be done.
In essence, it's not entirely YOUR fault that releasing the demo for "Hikari No Senshi" shot down your inspiration to finish or continue it. It's never entirely the author's fault; it's the author's choice to not continue it. If the author got a good enough review of said demo, which gave them insight on what could be done to make the game turn out great, would there be inspiration to start work on their game again? Be honest with me here, and ignore the above stupidity. :p

(Why is the leading messed up?)

SilentAngel wrote:
Secondly, don't over-implement a project to the point where you have a massive epic storyline - it also won't get finished. Once again, another of my fatal mistakes.


Yes. I concur without a second thought of the correctitude of this advice (I AGREE). Short games have a lot of advantages over long ones, but long ones can be great too. The TRICK is, and this is part of a Universal law, all big things MUST START SMALL. You're right: Don't start with an epic story line and expect to finish it. Start with a foundation (like a basic objective and a few mini games and battles to fill a tiny space), then add on to your foundation. All thing which start big have a greater risk of failure. It has also been called the "Too much of a good thing" rule. Where, if you overfeed the beast, it's belly will explode, so to speak. In this case, the beast is the game's story/plot or objective.

Thank you for bringing up these points.
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Eggie




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PostPosted: Mon Aug 29, 2005 1:11 pm    Post subject: Reply with quote

Yes, I do. I lose inspiration and wait a couple of months, then it pops back. Yay.

Just don't delete the file, or you will die.
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Slime
Objection!!!




Joined: 27 Feb 2005
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PostPosted: Mon Aug 29, 2005 2:18 pm    Post subject: Reply with quote

Silent, I think that that's what makes me lose inspiration, the fact that I have it all planned in my head. According to my plans, I still have a long way to go. However, if I were to ditch that plan, I could probably make it better....

But it's so hard to destroy a plan which took me at least a month to create...since I started small and with no goals in particular, but formulated a plan a few weeks later.
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Sparoku
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PostPosted: Mon Aug 29, 2005 2:32 pm    Post subject: Reply with quote

Fernurion wrote:
my problem is getting halfway through a project, then getting a better idea. I then start a new project. The cycle repeats. At the moment I have about 9 diferent, unfinished projects.

The same thing happens to me also. I get going on one project, then another and another and ANOTHER.

Never ending cycle for me Raspberry!

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Pako the True G
pako




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PostPosted: Mon Aug 29, 2005 3:34 pm    Post subject: Reply with quote

Oh, sorry squall Big grin But really i do all of those things, i just dont know how to adress it properly... Really confused
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