Apr 29 2012, 01:08 PM
I'm not really sure where to ask this, I am asking more for help on staying focused on one game idea.
It's seems like every time I start on a game and release a demo I have trouble keeping interest and staying focused on it and then end up with a bunch of unfinished demos which you guys and girls here probably noticed. How can I stay focused on one game idea and keep the game going with improvments? How do you guys and girls manage to do that?
Apr 29 2012, 01:45 PM
There's nothing wrong with working on more than one project at a time, it can actually be really good motivation to have a side project just for those times where you feel like developing but are too bogged down in an idea in your main.
You sound like the sorta guy that has more fun thinking and planning than actually implementing your ideas so I'd say either find one really good/complex idea that'll keep you occupied further down the development line or to get a team together and hope that the responsibility shackles you.
Personally, I keep a notebook to jot down any and all ideas I have in hopes they can be used in future projects or just later on in current ones, that way their always there whether I use 'em right away or not.
Apr 29 2012, 02:25 PM
Thank you very much Kaust! I never really thought of keeping a not book to jot down ideas. I have always tried to write out my rpgs as stories first but some times there were disadvantages to it when I wanted some thing to happen that I couldn't really do in the rpg maker programs or didn't know how to do. Keeping a note book sounds like a good idea.
Apr 30 2012, 08:53 AM
Kaust is correct, jotting down notes or finding a team is a good idea. I found that I had to do both, I have two games going at once, and on top of that I am working with a team on another project, so I have a hard time staying focused. I found that having other team members showing progress on their part of the project can really inspire you to keep up. You may consider finding other members who compliment your strengths, if you are an idea person and prefer to write, then find yourself an artist and event designer and such, give them the basic ideas you come up with and see where they take it.
This can really inspire you to keep creating and maybe even breed a light rivalry to see who can do better in an area. Just always remember that you are all on the same team and never get upset at another member for doing better or more then you. One thing you do need to remember in a group environment is that not everyone can agree, it's usually a good idea to separate out leaders for each section who get the final say in an area. This will prevent fighting and disagreements if you are willing to defer to their judgements. Just a few ideas to keep in mind.
May 17 2012, 03:03 PM
I know exactly what you're going through. I have many more unfinished projects over my 11 years of RPG making than I do completed ones. After a certain point sometimes I just run out of ideas of where the story was going, or I just lose interest, or get a new idea for a story and want to start something else. And once I start something else, the chances of me backtracking are slim to none.
A couple of suggestions for keeping with one game and ensuring its completion:
1. Like Kaust and Shaddowval, I actually keep several notebooks, one for each individual game. And I write down as much as necessary. Not everything gets written down, but very often ideas come when you're far away from your computer and will get lost long before you get there if you don't write them down right away. This includes to-do lists, storyline ideas, dialogue, skill ideas, monster ideas, etc. Whatever I think of, I jot down, and usually it ends up being implemented.
2. When you start a new project, before you even begin working with RPG Maker, you should have a general bare-bones idea written down somewhere (ie: notebook) of how the story will progress, start to finish. Very often games stop as soon as the ideas for the storyline run out. It helps if you have an idea of where you're going with it, even if it isn't perfect, before you even start. That way, a lot more of the game will fall into place.
3. Remember, there's a lot of aspects to the game that all need to be worked on, and many of them are independent of each other. So if you're bored with working on one of them, switch to another. These include: Maps, Characters, Skills, Items and Equipment, Monsters, Scripts, Bonus content such as mini-games, Original Music and Art, Storyline, Dialogue. So if you don't feel like using the maker, but you want to work on your game, why not draw art for your main character, or compose a song for your game? Original content is always bonus points for the game's quality, and you feel like you're accomplishing something even if it might feel like you're "sidetracking."
4. Sometimes you need a break from working on a project. When this happens, don't necessarily start a new project if you're determined to finish one project. Starting a new project with one on the backburner is extremely dangerous, because you're shifting your creative energy away from the project rather than giving it time to rest and recover. You're still burning out your creativity and effort, it doesn't actually count as resting. Chances are you'll then never go back to the first project. Instead, just take a break from RPG making completely, or do step 3 of my suggestions. Then, when you desire to work on it again, push yourself to keep working on the same game. Sometimes I've taken months off of my game because I was out of ideas, or life got in the way. When I came back, I came back strong.
5. If you get a cool new idea that's maybe unrelated to your game, try your best to implement it into the game anyway, as a new character, a plot twist, etc. rather than a brand new game. This way, you'll have new material to work on in the same game. If this is simply impossible, jot it down in a new notebook, and store it away until this game is done.
6. Set a game-length limit for yourself. Don't set out to make a 30 hour long game, if you only have the capacity of making 3 hours of gameplay. Instead, make those 3 hours of gameplay as enjoyable and memorable as possible. Most people would rather play a 3 hour game than a 30 hour game anyway.
May 18 2012, 01:05 AM
I agree with all above and keep an electronic notebook of ideas and plotlines that I may want to use to create a game.
It all depends on your time, and how much free time you have, as a hobby I do it only when I feel like it.
When it comes to side projects I ensure that it is no way near as big as my other project. For example one project is full paralax whilst my other small side project is standard mapping. It's ensures that you don't push yourself too much