What projects are you trying to do? Maybe you should make them open source and get others to work on it with you...to keep it interesting.[/quote]
Right now just make any type of game. The open source thing would be interesting, but I'd only try it if I was little better at programming =P. Then it wouldn't just be people trying to fix my code.Strangely, I've always done the opposite. Maybe I've just gotten tired of seeing projects where people are talking about everything and then never end up releasing it, and I don't want to do that to people. I usually keep it to myself mostly until I have the first release out. Once it's released, then I tell people because they can use it. Every project I've released so far though, I've included my auto updating system, so I can keep improving it day by day as I get feedback.
In fact, that's one of the big motivators for me, now that I think on it. I get whatever I'm making into a usable state, and then release a public test version, where I make updates every day (or more than that) and they are installed for each user next time he runs it. If I get a bug report, I can often find the bug and release the update within hours or even minutes, and the user immediately has it fixed. Makes them happy, which makes me happy.[/quote]
Good idea, I might try this. Just gotta make a usable game first =P.
Enthusiasm, Confidence, and Programming
Prove me wrong so I can know what's right.
I don't know if it's just me, but for some reason after starting a project and getting about 1-2 weeks into it,[/quote]
Pretty common (though duration is gonna differ per person)
Solution - Aim to have the game finished in 1-2 weeks!
Yeah I feel you... there will times where I take long grasp of time before I start working on a project. I would say this is a solution but it has help me stay focus on the project yet by using different materials. For example, I've been working on my project, Eternal Remien since 2003 and it has never left me. It's mostly been a one person project and I'm sure it would go a lot faster if I got some help. (Which I will in due time)
Here a breakdown of my "typically year":
1) One month or two,I would focus on programming... after I feel like i'm getting "bored with it" or it feels like work. I shut the program down and...
2) Begin drawing concept design for my game
3) Those drawing I then can use in 3D Studio Max. I spend a few months on that until...
4) I want to begin focus moreso on school. (I take classes pretty much the whole year, but here I take a break from any designing... just learning)
5) Here is where I get my notepad and just start writing/typing down story of the game; sidequest; game engine... pretty much brainstorming
6) When I get bored with writing.. I take the musical approach and work on making music either for my game or for fun
That's pretty much how I divide my focus so it doens't feel like work and I stay fun throughout the year. Now if I got a team, I personally think it would be even more fun because then I can separate certain aspect of programming, drawing, story, and writing. Yet I'm still in college, so I don't make focusing on my baby project because I know how I want it and where I want to take it.
You just to find different things that interest you and try to relate that to what you started... somehow. You're still in school, so you should have a lot more feel time than me. I got college, military, and a family. It's all about time management...
Here a breakdown of my "typically year":
1) One month or two,I would focus on programming... after I feel like i'm getting "bored with it" or it feels like work. I shut the program down and...
2) Begin drawing concept design for my game
3) Those drawing I then can use in 3D Studio Max. I spend a few months on that until...
4) I want to begin focus moreso on school. (I take classes pretty much the whole year, but here I take a break from any designing... just learning)
5) Here is where I get my notepad and just start writing/typing down story of the game; sidequest; game engine... pretty much brainstorming
6) When I get bored with writing.. I take the musical approach and work on making music either for my game or for fun
That's pretty much how I divide my focus so it doens't feel like work and I stay fun throughout the year. Now if I got a team, I personally think it would be even more fun because then I can separate certain aspect of programming, drawing, story, and writing. Yet I'm still in college, so I don't make focusing on my baby project because I know how I want it and where I want to take it.
You just to find different things that interest you and try to relate that to what you started... somehow. You're still in school, so you should have a lot more feel time than me. I got college, military, and a family. It's all about time management...
Current Project:
* Project Lavapit (Using Visual C# Studio, Version 0.2)
* Mass Invasion (Using Visual C++ Studio, Version 1.2) [Minor break]
* Invasion -Port- (Using Visual C# Studio, Version 0.1)
* Codename Alias (Using GM; Version 1.0)
* Eternal Remien (Using RPG Maker VX; Version 2.2)
* R.E.X. (Unknown Program; Ideas Only)
Current Members:
Troy Cabal (Game Art & Design Major)
Francis Simon (Business Major)
Calvin "Romell" Mathes (Business Major)
Zane Castillo (English Major)
* Project Lavapit (Using Visual C# Studio, Version 0.2)
* Mass Invasion (Using Visual C++ Studio, Version 1.2) [Minor break]
* Invasion -Port- (Using Visual C# Studio, Version 0.1)
* Codename Alias (Using GM; Version 1.0)
* Eternal Remien (Using RPG Maker VX; Version 2.2)
* R.E.X. (Unknown Program; Ideas Only)
Current Members:
Troy Cabal (Game Art & Design Major)
Francis Simon (Business Major)
Calvin "Romell" Mathes (Business Major)
Zane Castillo (English Major)
Theory of fun.
Short summary: learning = fun
Something stops being fun once you figure out the mechanics. So the trick to motivation is how to approach drudgery as learning experience.
Correlates with rigid and process-oriented jobs not being fun - no opportunity to learn.
Also somewhat contrary to performing arts, where people thrive on execution, but this pursuit of perfection could be associated with learning to achieve it.
Short summary: learning = fun
Something stops being fun once you figure out the mechanics. So the trick to motivation is how to approach drudgery as learning experience.
Correlates with rigid and process-oriented jobs not being fun - no opportunity to learn.
Also somewhat contrary to performing arts, where people thrive on execution, but this pursuit of perfection could be associated with learning to achieve it.
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