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Impromptu Break - Confession

Published March 24, 2009
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I've been putting off making this post, as it's a bit embarrassing. It's more than a week later, and still no game. I guess this counts as a failure! What happened?

After I made my post last Monday, I did some soul searching to figure out where I was going wrong. My conclusion was I made a mistake in jumping straight into working on game projects the instant my thesis was complete. Heck, I started work as soon as it was at the printers. However, with my write-up dragging on and on and me being at least four months behind on my pencilled in schedule for 2009 I felt I had to make up for lost time.

My biggest concern is that I seem to be entirely motivated by guilt. I feel guilty I'm this far behind, that I'm not up to speed, and that I'm not putting in enough effort. Guilt can be a powerful motivator, but it's entirely negative and really not the best motivator for anything creative. So I decided to try a motivational experiment, and told myself I didn't need to feel guilty last week. Work on what I feel like, if I feel up to it, but if I want to dabble with other things, feel free.

The results were.. somewhat expected. I ended up doing very little on Project Protos. I did however feel a lot more relaxed. I caught up on a bunch of chores I'd been putting off for ages. I spent some time pondering the whole whys and wherefores of me going into games. I also drank a lot of tea and spent too much time surfing the internet, which is a real problem. I think I needed a break, but I can't even relax properly.

I'm not sure if this impromptu break was wisdom or just weakness. I'm not that happy I wasn't able to keep up with the game-a-week progress that everyone else is doing. I'm also unhappy that it's near the end of Q1 2009 and I'm not even out of the gate yet. But I also don't want to burn myself up in a few months due to a misplaced priority of quantity over pace, which I feel is a real danger. It's a quandary. I feel like in the last couple of years I've pieced together a winning plan for this, but instead of a beautifully arranged dot-point list it's taken the form of a 10,000 piece jigsaw puzzle designed by Escher. I've got all the pieces but it's a challenge to even start putting them together. And I don't know if my plans all hinge on me being a superman who can work productively for sixteen hours a day, seven days a week. There's too many unknowns.

My gut feeling, which I've come to rely on, is that the Flash game that is Project Protos is a wonderful start point, but I should continue to work on it at a relaxed pace. I was going to say I'd aim to have it finished by the end of the month rather than in a weeks time, but I notice that for today that doesn't make much difference! My real goal is to switch into a sustainable, professional, productive mindset. I'm giving myself a week to settle down, clear out the mental cobwebs and find my focus. When April comes round, I'll be ready, and in a much better position mentally to work on experimental microgame projects.

My first big change is to curb my internet procrastination habit, which may be difficult. I've got a nasty habit of just heading to a random site whenever I get stuck on anything, which is an easy way to waste a day's work. I'll try tweaking my mindset each day until I find something that works.
0 likes 6 comments

Comments

HopeDagger
Also, finding the right project is very hit-and-miss. Even if a certain idea seems attractive or proper, if it doesn't excite you enough to make you want to work on it [fairly] constantly, then it might not be the one. Don't be afraid to chuck a project idea if you need to. As hobbyists, we have the luxury that ideas are both cheap and risk-free. [smile]
March 24, 2009 07:57 PM
Daerax
Jeff vogel of spidweb got a weblog aimed at indies Its new and already shaping up to be quite informative, got performance results of one his newer games. Should prove inspirational.
March 24, 2009 08:07 PM
Trapper Zoid
Quote: Original post by HopeDagger
Also, finding the right project is very hit-and-miss. Even if a certain idea seems attractive or proper, if it doesn't excite you enough to make you want to work on it [fairly] constantly, then it might not be the one. Don't be afraid to chuck a project idea if you need to. As hobbyists, we have the luxury that ideas are both cheap and risk-free. [smile]

The Flash game is actually quite decent as a starter. Admittedly it is quite vanilla to make a bog standard arcade game, but it should only take a few days to do. And will, once I dust off and dryclean my game developer hat. My problem is that I'm rusty, so it's hard to get into the "zone" where everything falls together.
March 24, 2009 10:39 PM
Trapper Zoid
Quote: Original post by Daerax
Jeff vogel of spidweb got a weblog aimed at indies Its new and already shaping up to be quite informative, got performance results of one his newer games. Should prove inspirational.

Spiderweb is quite inspirational, especially if you want to make niche games. The only caveat when looking at their games as benchmarks if you're a startup is that you've got to factor in they've been around for 15 years building up brand presence, which really does count.
March 24, 2009 10:47 PM
LachlanL
I find your drive to improve your work/motivation process inspirational. I go through introspective phases of improvement as well, but it takes something special for it to "take" permanently.

It sounds like you've learnt a lot from this project. I wouldn't feel too bad about not being able to keep to such a strict timeline when you're also in a learning process. Being able to churn out a decent game every week sounds like an ability founded on many such projects. Once you have the knowledge, techniques and process refined then you'll probably find that things flow better (that is assuming that you still want to pursue this development model over time).

At the very least it sounds like you had a refreshing week after finishing your thesis. [smile]
March 25, 2009 06:41 PM
steveworks
Dude figuring out your problems and fixing them is part of life. As they say. "Live and learn". Just make sure you learn. You can always try again with your project. There is nothing to be embarassed of.
March 26, 2009 12:05 AM
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