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~SilverPhoenix~
Most of the times when I start a project , I don't finish it.
I get an idea and then I'm like 'This is going to be so fun to make hurr durr', and then when I've made a couple hours of the game, it just get's really really boring. Is anyone else familiar with this?

It might be that the story isn't enough developed, just like a rough sketch of what I want, and when I start making it, I don't have enough details.

Anyway, feel free to discuss your failed projects, what you do to keep the developing fun, and anything related.
Eden
Yup, I definitely get the feeling...

I've found the cure by constantly writing/mapping/eventing just one small thing a day until I get back on the wagon. So to speak.
X-M-O
When I developed games, I would set smaller goals that would ultimately lead to the main goal (completing the game) and then I would get excited about the challenge of completing each part within a set amount of time. (Personal goals are a source of excitement for me, lol. Not sure why.)

I also had buddies who worked with me on the games, a lot, and that always kept me interested (we basically used each other's energy to be more excited about the game). tongue.gif
~SilverPhoenix~
QUOTE (X-M-O @ Dec 11 2011, 03:40 AM) *
I also had buddies who worked with me on the games, a lot, and that always kept me interested (we basically used each other's energy to be more excited about the game). tongue.gif


So you leeched your buddies? Nah, just kidding, good idea thou. I'll try out the goal thing.
X-M-O
We leached each other, you could say, lol. tongue.gif

At any rate, doing things with friends tends to be more enjoyable; depending on your situation and personality, but it works for me. XD
Eden
Whenever I work with a friend, they seem to be less-savvy of the RMXP program than I am. Most of the time I go over their heads and they can't keep up, so I tend to work alone.

Guess that's why I never get stuff done..
amaro57
QUOTE (X-M-O @ Dec 10 2011, 06:40 PM) *
I also had buddies who worked with me on the games, a lot, and that always kept me interested (we basically used each other's energy to be more excited about the game). tongue.gif


This is pretty much why I'm still drawing the frames for my game. Rock on X-M-O.

I constantly settle down once in a while when I have free time, put some inspirational music, and look over all of my concepts and designs plotted down, usually this gets me in a good enough mood to add/edit/change.
Sondiame
When you work with your buddies X-M-O. Are you all in the same room, or on skype? I never really grasp how that actually worked.

[on subject]
Yeah most of the time, i either get stuck, or I just have no more ideas to flush out into this new world.
X-M-O
I did online cooperative works, but also in-house cooperative works.
For in-house, it was fairly easy because we all had laptops (or we went to my office, for those of us who didn't have laptops) and worked together (each taking on a particular project) and kept a list of things to do on our dry-erase board. We also did presentations with each other on my projector, directly from our computers. This way we all knew what the others were working on and could comment and suggest things.
Unfortunately, in the end, we all grew up and stopped working on projects. We were terrible at deciding a single project to work on though, so whilst we were really organised in each project, we only finished a few games. And those games were pretty much only the first ones we attempted, which obviously the first ten games we actually completed... sucked... XD
The others would have done much better, as we had learned and gained experience over a couple years of working together, but we all grew up and went our own ways.

In relation to the online aspect, I didn't use Skype, I used YIM (which I no longer use). My friends in Europe were the only people I worked with on projects at that time, and that was before an incident which disconnected our lead developer, so we all abandoned the project.
It worked well though, for the time that we did it. We sent files back and forth through YIM, and we all talked together in a group chat.
I had at one time built us a forum and a site, but we never used it because we didn't care to get input from others, lol.
I actually used RRR to get many of the resources we used; because the online group had ZERO ability to do anything except for make music and create ideas and story. tongue.gif

So that's that about that. XD

Now, I'm just content to see others work on their projects, despite missing the "good old days" with my in-house team. ^^
It's always fun to have a bunch of teenagers working together on a game, but they grow up and move away pretty fast, lol.
rewells
It helps if every second of life is miserable, so that you get to the point of "Well, I'm miserable all the time. 'Might as well start working on that game I've always been meaning to make." That's what happened to me when I started teaching middle school. No joke - it was the worst time of my life. So whenever I couldn't sleep, I just continued working, even if it was painful. I found that the more I just practiced pushing myself to learn the engine better, I got occasional awards by having an "A-ha!" moment. So basically, it helps if your project is the only thing you have to live for. I'm not sure if that's appropriate, but you asked.

*Note: I am no longer always miserable. I quit teaching and now I load trucks for money :-)






QUOTE (X-M-O @ Dec 11 2011, 06:10 PM) *
I did online cooperative works, but also in-house cooperative works.
For in-house, it was fairly easy because we all had laptops (or we went to my office, for those of us who didn't have laptops) and worked together (each taking on a particular project) and kept a list of things to do on our dry-erase board. We also did presentations with each other on my projector, directly from our computers. This way we all knew what the others were working on and could comment and suggest things.
Unfortunately, in the end, we all grew up and stopped working on projects. We were terrible at deciding a single project to work on though, so whilst we were really organised in each project, we only finished a few games. And those games were pretty much only the first ones we attempted, which obviously the first ten games we actually completed... sucked... XD
The others would have done much better, as we had learned and gained experience over a couple years of working together, but we all grew up and went our own ways.

In relation to the online aspect, I didn't use Skype, I used YIM (which I no longer use). My friends in Europe were the only people I worked with on projects at that time, and that was before an incident which disconnected our lead developer, so we all abandoned the project.
It worked well though, for the time that we did it. We sent files back and forth through YIM, and we all talked together in a group chat.
I had at one time built us a forum and a site, but we never used it because we didn't care to get input from others, lol.
I actually used RRR to get many of the resources we used; because the online group had ZERO ability to do anything except for make music and create ideas and story. tongue.gif

So that's that about that. XD

Now, I'm just content to see others work on their projects, despite missing the "good old days" with my in-house team. ^^
It's always fun to have a bunch of teenagers working together on a game, but they grow up and move away pretty fast, lol.
Kaust
QUOTE (rewells @ Feb 2 2012, 07:26 AM) *
It helps if every second of life is miserable, so that you get to the point of "Well, I'm miserable all the time. 'Might as well start working on that game I've always been meaning to make."


Yeah I know whatcha mean (sorta). My mate always has this attitude of, 'well I'm not doing anything better right now, might as well do that' if you asked him to do stuff. Amazed me how much time I had spent doing nothing without even realising it (like tv or whatever) before I adopted that philosophy.
Klokinator
I've been working on FEPS a year. I only started working on it again (Stopped because a lot of people put it down and I wasn't interested in making a game nobody would play) because my friends all wanted me to and they help me out, and I apparently have a lot of fans on RRR.

You need other people, or it won't be any fun.
Shadyone
QUOTE (Klokinator @ Feb 5 2012, 07:56 AM) *
I've been working on FEPS a year. I only started working on it again (Stopped because a lot of people put it down and I wasn't interested in making a game nobody would play) because my friends all wanted me to and they help me out, and I apparently have a lot of fans on RRR.

You need other people, or it won't be any fun.

Yeah the novelty of solo development got old for me, it does get boring. While I prefer making something myself, since I get free reign over how it develops, I just find it more fun to work with a friend, my new project is with a friend for my game making class, I'll be doing the music and the gameplay ideas etc, he'll be doing story, art maybe and various other things we'll work out once we start proper development. (Reverie of The Souls btw, I've already started the compositions for it, they can be found in my music topic)
Jonnie19
The most trickiest thing, is when your team disappears. it take perseverance, one thing you should always do. Is if you don't wanna develop. DON'T force yourself, or do only a small amount taking regular breaks also help. Purely so that it keeps being interesting. If you have had enough of one thing try something new tongue.gif Or try something out in a different engine, then you can take what you've just learnt and use it in your main project.
Resource Dragon
QUOTE
It helps if every second of life is miserable, so that you get to the point of "Well, I'm miserable all the time. 'Might as well start working on that game I've always been meaning to make.


O_O...

I'm a computer junkie. If i'm away from my internet buddies to long, I get cranky.
Yes, I have hobbies and friends too. It's just...





...you know how it is.
Adrien.
I seem to have created a duplicate of this thread >_<

I feel the same way I have been working on a project for what seems for ever and I have or am starting to have no will to finish it. How ever this new idea for a project is starting to flourish whish is simpler, easier and cleaner....

Ugh I have no idea what to do.

I work a lot and I have a life and friends and a partner and all that jazz - I just wish I had interest to work on this game.
Resource Dragon
QUOTE (~SilverPhoenix~ @ Dec 10 2011, 05:56 AM) *
I get an idea and then I'm like 'This is going to be so fun to make hurr durr', and then when I've made a couple hours of the game, it just get's really really boring. Is anyone else familiar with this?


You will never find a project that doesn't have a period like this in it. sad.gif Doesn't matter what kind of game your making. I'm still trying to learn to cope with this feeling and actually finish something... pinch.gif A way I have gotten farther on things, is that I have multiple things i'm working on. (So i can go back and forth whenever one is seeming to overwhelming or boring.)
KoiKitsune2006
What I do is, I get the parts of developing that I find annoying and boring out of the way first. I work a little at a time per day. Even if I have to make 5-6 maps a day then call it quits. But before I even start a game, I have something written out on paper before anything gets done. When I have the story, the events, how the game is played out, and how the plot is shown to the player, then I begin development of the game. I don't do things as I go along anymore. I used to do that, but it just led to a lot of dead projects. So I make sure I have my story preplanned before I do anything. So at least I know the story is worth putting into RPG Maker.
Sparrowsmith
I've always thought the best thing to do with RM is release a project in very short parts. The story doesn't necessarily have to be small, just self contained in bitesize people*.
Imagine it like a TV show. Each episode usually contains itself, and a few overlapping elements. A whole season, or several seasons, work together to make one beautiful coherent plot that would be impossible to make at once, but because it comes in little episodes, its manageable.

So yeah, not getting bored with a project could be as simple as making each installment nice and short. If I ever take up the program again properly, that's what I'll be doing. The idea of an amateur game maker being able to sit down and wing a 20+ hour game is ridiculous. No one has the ability to do that straight off the bat. Well, not that I know of.

*This was supposed to say pieces... I have left the typo because it amuses me. The idea of hosting a game in some kind of midget cannibal ring is as preposterous as it is intriguing, I hope someone gets to work on it immediately.
Adrien.
QUOTE (Sparrowsmith @ Mar 1 2012, 10:33 AM) *
*This was supposed to say pieces... I have left the typo because it amuses me. The idea of hosting a game in some kind of midget cannibal ring is as preposterous as it is intriguing, I hope someone gets to work on it immediately.



*rounds up the midgets whom are cannibals and forms a organized crime circle....oh wait.....he said ring >_< LMAO
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