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I have a problem when making my game

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I first started working on my "game" years ago, it was a test map for a huge and epic game (cliché, I know) I had planned. But since I had pretty much 0% skill with switches and events I made a test game to play around with this kind of stuff. Well, not much later I had more fun expanding my test game than wanting to continue on my original project, although I abandoned the project still. Some years later I went back to my test game and worked on it for a while, making good progress, posting a demo on these forums etc.

Then I had a complete burn-out from working on my game, and left the project for a full year. Then I worked on it for a bit again, left it again. Now I'm back at my project again, but I'm not sure if I can finish it in one go before suffering another burn-out / need for a long break. I don't want to take 5 years to finish my game, though. :-[ I could probably finish it in a few months if I'd keep my focus on it. I mean, my game isn't huge, or big even, it's not like I'm expecting a 50-hour long game from myself. I'd be happy if I manage to create a game with 1-2 hours of gameplay.

Anyone else have this same problem when making games? Suffering from a burn-out and having to take long breaks to get back to your projects? Is there anything that could possibly help?
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I ran into that problem when working on my first few games, They are incomplete and also can be found in these forums. but what it really takes is a story or plot that your mind can really dedicate to, not just some large planning and Eventing know how. But it does help to have the know how. Your project may not be suited for you though you do like the idea of it, you could possibly trade it off with another member for them to work on it while you begin working on newer things that are more suited to you now.

And no i'm not saying give up, a few people might say that, but their the same people who expect they'll be running things within a week of a new job. It really takes finding the Motivation and devotion to your story or plot. and if starting with either of those doesn't help try starting by making a character with a short biography to work from.
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The thing is, I really do love my game. I wouldn't want to trade it for anything else, and I never feel it's not worth finishing. I really do want to finish my game some time, and I know I will (just likely to be not any time soon).
And I doubt anyone else would want to work on my game. I have browsed some through the project forums and couldn't find anything that comes even close to the type of game I'm making (lol). It's basically a game without a main story (focus is on several different quest chains instead) and no combat whatsoever (I know).

Even with knowing what I want to make, there's always that moment I suddenly lose the motivation to stop working on it, and have to take a very long break from it. Not because I dislike my game, but I don't really know why.

Enough about my game. Tell me some about your games? What were you first games like? And what made your other game that you actually finished so much different? Lol, I'm curious.=P
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My first game was in XP and i actually started it during my Trial run with the program. Its original name was Heroes of Koku, then later changed to Chaos Hero it was my second post on the forums. I gave up on it and later handed it off to someone who asked if they could continue to work on it themselves.

My second project, though i have no forum post for it is Kingdom of secrets for RMVX i started it after i purchased the program and it came further along than Chaos Hero, my original intent on it was a pirate theme type of game, and it started as a sort of testing of the program. it had led to my abandoning of Chaos Hero.

My third project was Dancing Saria for RMVX, I had allot of development on it and i truly wanted to finish it but i saved one day at the same time my computer completely shut down and all of the data became corrupt. i had to end it unfortunately.

My Fourth project is Sholl, I started it and got somewhat into it, it's also a VX game. i have no official topic for it though and i'm trading it off to whomever will take it.

My fifth Project is Any Piece, I had some plans for it but i'm going to trade it off to whomever will take it now too. It's not exactly becoming what i had hoped for it and i lost track of where i was taking the story. its in VX Ace

My sixth Project is War Cry which is a concept game in VX Ace which is coming along well, i'm making it with a group as well.

My seventh Project is a side project in Ace which i'm calling Mystic of Hunters. its coming along too, and i plan for a small project Topic for it sometime between this January or February.

Its a pain, but you just have to find something that suits yourself well and try not to work it all in at one time or you'll continue your current cycle.
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I also suffer from major burn-out problems when making a game...I think I've only finished 2 games total, one of which wasn't actually an RPG Maker game. =o I've noticed what makes me burn-out is that I put waaay too much effort into certain aspects of the game and it becomes more work than fun. Namely, when it comes to features, I try to make my game as unique as possible, and I end up crashing with all the scripts and tidbits I set up. ;9 I'm trying to aim small now, sticking to short-but-sweet games and knowing my boundaries.



I'm just going to cover whatever I actually got a noteworthy amount of gameplay in, because I've made so many games that didn't even go anywhere at all. ;9

*Okay, I say my first game was a VX game, but that's a lie. I played around with RPG Maker 3 on the ps2 way back when.

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My first game was a VX game, "Boot's Adventure". I wasn't serious on it, and that's probably why the game ended up actually having more than an hour of gameplay. It was a story of some kid that gets teleported (through his fireplace) to a magical world. Boot just wants to return home, so he embarks on a quest to find the scumbag that caused it. The game consists of my family members as characters.

My second game was "Paladin", a cliche game about a girl who discovers she is the heir to a holy bloodline and needs to use it to defeat the bad kingdom that killed her kingdom. :( Probably the most cliche thing ever lol

Third, I had this game about a girl who lived in a castle (with every other magic user). The castle is at war with a kingdom of beast-like people. One day, she uses her better judgement to free the captured soul of a beast man and they become fugitives (or something). Not a very well thought out game.

Then at some point, I revamped my Paladin game into "The Lady Paladin", a Fire Emblem game hack (not RPG Maker). I actually completed this. Story is still somewhat cliche, but the twists added to the story made it something that I'm still proud of.

Then, my most depressing burnout was "Seeker". I had high hopes for this game, but ended up biting off more than I could chew. I'm still considering going back to this, only in VXA. The basic story was going to unfold as the game progressed, but basically it's about a guy who has the ability to see other people's memories, while at the same time, he has lost his own memories. Yeah, that's a neat way to put it, I guess. xD

Spoiler for Notable VXA Games:
Well, of course, there's my first VXA game: Major Arcana. I've been in an on-and-off relationship with this game. It started out as a Game In A Week contestant, but it's progressed beyond that. I'm really just trying to keep this one above sinking level, because I really do like the game. It was my first shared game on RMRK, too. The story is about a young man who's fate becomes tied with a magical set of cards. Pretty much, he has to collect each card and live through the event on the card in his own life, or else the events of his life will cease to move forward.

While my computer was dead, I did a remake of Boot's Adventure on my sister's computer. I didn't get very far, but it was kinda fun. This time, Boot is the sole survivor of a tribe that mysteriously vanished.

Then, there's my other complete game: Phoenix Wright: Haunted Turnabout. It's a fan game of the Phoenix Wright games, and another Game In A Week participant. It was a lot of fun to make. xD

Finally, there's this game I've been working on a bit (I'm not cheating on Major Arcana, I promise). I'm not sure what to name it, but "Black-Lit Night" is the title so far. I don't have the story 100% sketched out, but it's going to be a little more dramatic, dark, and mature. By that, I mean the main character is going to be a 30ish-year-old, cynical father.
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Well, of course, there's my first VXA game: Major Arcana. I've been in an on-and-off relationship with this game. It started out as a Game In A Week contestant, but it's progressed beyond that. I'm really just trying to keep this one above sinking level, because I really do like the game. It was my first shared game on RMRK, too. The story is about a young man who's fate becomes tied with a magical set of cards. Pretty much, he has to collect each card and live through the event on the card in his own life, or else the events of his life will cease to move forward.



If your having some inspiration or motivation troubles think of the game alone.
now add one completely random, maybe fun, thing to add into the game.
Add a small set of Easter eggs like a custom music choice menu to change the music of the game at characters will, with the script call to turn it off for major events of course.
Then maybe that will help out, and i did love Haunted GIAW btw.
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That's definitely a good idea! B) The problem is that I'm in the middle of a cave/near boss fight scene, so...not much ways to go except to the boss. D: Although it was a lot of fun to reintroduce some of the demo characters who left for a bit. d: And some new characters spruced it up a bit. Major Arcana is just...a long, long road for a game. I'm trying to cut back on how much time I spend on it lol. D:

I did love Haunted GIAW btw.

Thank you! xD Wait...you meant Haunted Turnabout, right? d:
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yeah, i think games like that suit you a little better, though i haven't tried your others i have read over the topics and reviews.
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The only other one I have up is Major Arcana, haha. d: It was no first place winner, but after I spruced it up (and bug tested lol), I got more positive reviews over it. xD

I like making any game with a heavy character-based emphasis. o.o
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Wow, you guys have a ton of abandoned projects, lol.xD Makes me feel a bit better about myself. My very very very first game was like 10 years ago, but somehow the data got corrupt and it became unplayable. It's kind of hard to judge because it's mostly memories and a feeling of nostalgia, but I think it the game was pretty cool (with horrible mapping, though), but I know I would never have finished it anyway. I had planned it to be way too huge (like a lot of newcomers seem to do), and I hadn't established a real style for myself yet back then.
Then I took like a 6 year or so break from game making before I started on the project mentioned in my first post.

I like making any game with a heavy character-based emphasis. o.o

Same.=P I find working with characters a lot more fun than coming up with a big, epic story. I tried a bit of that in my original project, but I ended up focused way more on the relationship between my main characters, and giving more depth to NPC's in the world.
Lol, which is why my current project does not have a main story at all. It's just the main character living in a town, interacting with people, and then random stuff happens.
« Last Edit: January 03, 2013, 01:11:27 PM by Milennin »
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I usually start by making characters first and thinking how i could make a world to surround them. then progress into whatever sounds good to make a story.
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Same here. Although, sometimes I come up with ideas first. It depends on when they randomly decide to hit me. >_>

Of course, another reoccurring problem that I've seen (especially for newer members) is getting ideas/games noticed. It's tough, unless you've got a drop-dead gorgeous game from the get-go, or draws attention in some other way. ;9
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Of course, another reoccurring problem that I've seen (especially for newer members) is getting ideas/games noticed. It's tough, unless you've got a drop-dead gorgeous game from the get-go, or draws attention in some other way. ;9

I wouldn't know since I'm pretty new here, but that would kind of suck. Of course I make my game mostly for myself and some friends, but it would be nice to get some attention outside that once I actually finish it. But well, it's only a RM2K project, I doubt that's gonna draw much attention when there's so much more advanced stuff these days.
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Well when you get done with that project might i suggest looking through RMVX Ace Lite, its an unlimited evaluation copy of the program, your restricted on most thing in the database, and your only limited to preset scripts, but overall it would still work the same

And if you'd like i may be able to help if you need any, but no guarantees my specialties are in VX-VXA mapping.
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Well when you get done with that project might i suggest looking through RMVX Ace Lite, its an unlimited evaluation copy of the program, your restricted on most thing in the database, and your only limited to preset scripts, but overall it would still work the same

And if you'd like i may be able to help if you need any, but no guarantees my specialties are in VX-VXA mapping.

Thanks for the offer.
I was thinking of maybe doing a sequel to my game when I finish it. But it would depend on if people actually like my first game and the characters in it. I've been thinking a bit how I would handle a sequel for my game, but it would definitely be totally different to the first game. It'd be closer to a classic fantasy RPG and I'd try to include a combat system.
But well, that may still be years off if I continue to suffer from long burn-outs before I finish my game, if not maybe in a few months.=P
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If your thinking on sequels then you should give your game an open Ending. if you close off the game completely a sequal would be out of place and hard to explain, a good example of an open ending is in WitchTooth Hiromu is working on the sequel and it really takes advantage of his open ending to WitchTooth.

But anyway, you have to plan for the possibility of a sequel at all times during game making, some people just go for the single hits, some go for series, and some are just so good they don't even plan for what to do after they finish and leave the ending open by accident. But planning it truly does help.
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If your thinking on sequels then you should give your game an open Ending. if you close off the game completely a sequal would be out of place and hard to explain, a good example of an open ending is in WitchTooth Hiromu is working on the sequel and it really takes advantage of his open ending to WitchTooth.

But anyway, you have to plan for the possibility of a sequel at all times during game making, some people just go for the single hits, some go for series, and some are just so good they don't even plan for what to do after they finish and leave the ending open by accident. But planning it truly does help.

You're right. I have been thinking of how I want my 1st game to end, and I have the idea down for it. I think it'll be really cool if I manage to make it the way I want it through the use of cutscenes, and would create a very open (yet, hopefully satisfying) ending to my game.

Basically I aim the ending to be a true ending to the first game, not leaving the player with that empty of feeling of "oh, that's it?", but instead create a scene that could leave the player wondering what my characters are going to do in their future adventure.
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I look forward to seeing it, if it's not too much to ask would you mind posting your game in the WarCry forum too?
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I look forward to seeing it, if it's not too much to ask would you mind posting your game in the WarCry forum too?

Lol, sure. :lol:
That's the forums you own?
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I look forward to seeing it, if it's not too much to ask would you mind posting your game in the WarCry forum too?

Lol, sure. :lol:
That's the forums you own?

Yeah sort of, the link is actually my signature picture, but its only if you don't mind of course
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I have the same problem with the project Im working on..
But my burn-outs appear when I start questioning myself a bit too much. Things like "Is this really good enough?", "People wont play my game anyway, because there are so much better things out there", when stuff like that comes up I happen to get really discouraged and just drop it for awhile.

I think I have done the same mistake as most newcomers aswell, in thinking about something grand and try to push it to the limit. And when things doesnt turn out the way I want them, It brings me down a bit too. Another thing that eats me up a bit, is the time consumed in making the project. Eventing things now takes alot of time, cause you need to find a way to make it work, and Its alot of errors before you make it right..

I think another problem is just like yuyu said, Its really hard to get people to notice your game when you are new. Atleast thats my experience, but it might just be that my game is not good enough, Im not sure.

The biggest issue I have though, is questioning myself about the quality of the game every time I make anything at all. Its really hard to keep working on something when you know there are projects out there that is 300% better than your own  ;9
« Last Edit: January 06, 2013, 12:21:46 AM by Dizturb3d »
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Its really hard to keep working on something when you know there are projects out there that is 300% better than your own  ;9


You really don't know that unless you post a demo and see peoples thoughts


Of course, another reoccurring problem that I've seen (especially for newer members) is getting ideas/games noticed. It's tough, unless you've got a drop-dead gorgeous game from the get-go, or draws attention in some other way. ;9

This however is a problem, and giving such time to making a game then getting people to notice, i really didn't have that problem at first, but after a while i obtained it. the most you could really do in this situation is bump the topic and post your game on other forums to see if anyone there takes notice.
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Well, I'm working on a solution that will hopefully boost up the activity for newer member's games. :) I believe I told Diz about it. xD I'll see if the ball can get rolling sometime, because I'm seeing a lot of newer members wanting to make games, so it's a good time to try and spark some creative juices and interest. :ma:

The bigest issue I have though, is questioning myself about the quality of the game every time I make anything at all. Its really hard to keep working on something when you know there are projects out there that is 300% better than your own  ;9

You really shouldn't be discouraged about that. :) When you make games, you get better at making them. xD And, well, the feeling of accomplishing and finishing them is the real cupcake, not necessarily the fame. xD Hell, I spent a long time on one of my completed games, and I didn't even publicly release it. It was nice enough just to have a few friends play it! (I mean, it's not very easy to publicly release a game hack, either way...*mumbles*)

Also, Diz, once you get a demo up, I'm going to try out your game and give you some feedback. ;o It looks good!

Don't be afraid to ask for help, guys! xD Either advice, or picking up a team. Teams can do much more than one person. :)
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Don't be afraid to ask for help, guys! xD Either advice, or picking up a team. Teams can do much more than one person. :)

This is true!
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The bigest issue I have though, is questioning myself about the quality of the game every time I make anything at all. Its really hard to keep working on something when you know there are projects out there that is 300% better than your own  ;9

It's not so much an issue for me, but I agree that when I look at other people's projects I see much greater stuff than I could ever do. Like, should I even bother posting my game when it's finished when there's so many better games to play out there? Of course I will, but I always doubt if people will like my game at all. Lol.

I do agree with burn-outs having to do with the amount of time that goes into a project. I spend ages to get even a single minute of polished gameplay, I guess it has to do with being inexperienced, but I constantly have to test, fix, test, fix, test, fix some more, which eats up tons of time and patience.

Hell, I spent a long time on one of my completed games, and I didn't even publicly release it. It was nice enough just to have a few friends play it! (I mean, it's not very easy to publicly release a game hack, either way...*mumbles*)

Lol, if your friends enjoyed those games, you might as well release them to the public? You've got nothing to lose.:lol:
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Hell, I spent a long time on one of my completed games, and I didn't even publicly release it. It was nice enough just to have a few friends play it! (I mean, it's not very easy to publicly release a game hack, either way...*mumbles*)

Lol, if your friends enjoyed those games, you might as well release them to the public? You've got nothing to lose.:lol:

I agree, And you have many supporters here in the forum already that would definitely play your game. Here i'll list off some people that would probably play it for sure whether it's good or not:
  • Crow5derlock (Myself obviously)
  • Acolyte (Acostrike, Acopalypse, Aco-Kun)
  • Milennin (That one noob who made a topic about demotivation  :lol:)
  • HyoBang (Bradoki2, his new name really doesn't suit him though, i'm sure he'd test it out at the very least.)
  • ModernAlgebra (Face it he looks at everything, especially moderator posts, He'll see it and test it.)
  • :yuyu:
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You are aware that strike and I are two separate people right.  :irock2:
I mean, I'm sure strike wouldn't mind playing too, but still.

All the good advice has probably been said at one point or another but I'll throw my two cents in anyway. Even if you don't feel that "spark" of creativity, it's best to just push through and keep working on something. This goes for pretty much anything, whether it be writing, drawing, game making, whatever. It's better to make something than nothing, even if it's not that great. Everything is a learning experience.

Also, sometimes you have to work with what you've got and sacrifice some things that just won't happen. I remember when I tried to make my first game, I waited around forever for this one script to be made, instead of just continuing with development. I think a lot of people do that. "Oh, I need a certain custom character" or "custom music for this one scene". Keep making your game, and if someone comes along that can help you out with that, great. If not, think about using other resources. There's also the option of picking up a new skill to fill in the resource gaps. I learned a bit of spriting from my GIAW entries. I'm still not exactly great at it, but I can manage.
« Last Edit: January 05, 2013, 10:13:50 PM by Acolyte »

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Hell, I spent a long time on one of my completed games, and I didn't even publicly release it. It was nice enough just to have a few friends play it! (I mean, it's not very easy to publicly release a game hack, either way...*mumbles*).
I say you release it, I had fun with it; why wouldn't others?
Besides RMRK isn't the kind of place to shun you for a game hack, I doubt the Serenes peeps would give half a damn either.
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I say you release it, I had fun with it; why wouldn't others?
Besides RMRK isn't the kind of place to shun you for a game hack, I doubt the Serenes peeps would give half a damn either.

Well, I'm actually a member of serenes forest, but I'm not a huge fan of the place, lol. o_o I have maybe one friend there, who's already played it. He said it was the second best game hack he's played, because hacking games is kinda tough. (Though I don't think it was all that great, it was my first hack, after all lol). There isn't as much room for creativity and flexibility. Still, it's fun because I just focus on the story and characters and leave most of the rest the same. :D

As for releasing it...well, it's not actually strictly legal to release it as it is, because that's a direct copy (with my own edits) of a FE8 gba ROM. The version I sent out had an emulator included, because I let mostly non-hackers play it. Let's just say that's not...recommended for the public. o_O So, the problem here would be that if I wanted to legally release it, I'd have to do so via a patching system, which is only really helpful for those who already know how game hacks work. >_< It's not going to be very fair to make people download the emulator and the patching system just to play that game. D:



Also, definitely agree with Aco there. o_O Waiting on a specific script or piece is crazy bad. I was actually very relieved when Ace came out, because I spent waaaay too much time trying to get scripts working and such. Ace is pretty cool on it's own, though. B)
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You are aware that strike and I are two separate people right.  :irock2:
I mean, I'm sure strike wouldn't mind playing too, but still.

Actually i was reffering to way back when. You had a temporary change in your username and it said Acostrike instead of Acolyte. Or maybe my memory and recollection of posts is delusional, but either way all's the same.
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Well, I'm working on a solution that will hopefully boost up the activity for newer member's games. :) I believe I told Diz about it. xD I'll see if the ball can get rolling sometime, because I'm seeing a lot of newer members wanting to make games, so it's a good time to try and spark some creative juices and interest. :ma:

Ye, I believe you talked about it in a PM :D
I think that idea is really awesome, and I think it would mean tons to newer members, just like myself!

Hell, I spent a long time on one of my completed games, and I didn't even publicly release it. It was nice enough just to have a few friends play it! (I mean, it's not very easy to publicly release a game hack, either way...*mumbles*)

You really shouldn't be discouraged about that. :) When you make games, you get better at making them. xD And, well, the feeling of accomplishing and finishing them is the real cupcake, not necessarily the fame. xD Hell, I spent a long time on one of my completed games, and I didn't even publicly release it. It was nice enough just to have a few friends play it! (I mean, it's not very easy to publicly release a game hack, either way...*mumbles*)

Also, Diz, once you get a demo up, I'm going to try out your game and give you some feedback. ;o It looks good!

Don't be afraid to ask for help, guys! xD Either advice, or picking up a team. Teams can do much more than one person. :)

Thats true, Its just something that happens to get stuck inside my head and I cant shake it away..
I have some friends, waiting to play the demo, but I hope I can make somethin that I could feel atleast a tiny bit proud off.  Im certain I can make it happen with alot of work, but I cant help to feel a bit discouraged from time to time :)

And I can see what you mean, just finishing a final product is the reason Im really working on the project.. Like I said early on when joining here, Its been kind of a small "dream" for me to fully finish a self-made game.
Thanks alot!, would be an honour to have you playing it! (I actually came up with an idea, almost the very first day I started to create my game, and I will ask for your permission in a PM later on  ;D)

I have thought about trying to get someone to help me, like in a team.. but I guess I would need to get people interested first of all. Its alot of work, if you create everything yourself but Im not sure if I could get anyone to help me. I ask for advice as much as I can, and there have been lots of people willing to guide me from the start (you included  ^-^)


It's not so much an issue for me, but I agree that when I look at other people's projects I see much greater stuff than I could ever do. Like, should I even bother posting my game when it's finished when there's so many better games to play out there? Of course I will, but I always doubt if people will like my game at all. Lol.

I do agree with burn-outs having to do with the amount of time that goes into a project. I spend ages to get even a single minute of polished gameplay, I guess it has to do with being inexperienced, but I constantly have to test, fix, test, fix, test, fix some more, which eats up tons of time and patience.

Ye, Its the same for me. Sure, I would probably post it anyway and have my friends play it, but those thougts gives me a headache from time to time, they sure do.

Excactly, I think thats the thing aswell.. but from my own experience I can tell that Im working alot faster now compared to back when I first started out. Still Its really the same for me, fix, test, fix etc and if one way doesnt work, I have to redo it and try something different until it works the way I want it. I guess it takes a bit of time to get used to everything, but at the moment it sure takes me a good amount of time to create the events.
« Last Edit: January 06, 2013, 03:18:37 AM by Dizturb3d »
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(I actually came up with an idea, almost the very first day I started to create my game, and I will ask for your permission in a PM later on  ;D)

Huh? =o I'm curious now! xD
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Wow, do I know burnout. It's not that I'll NEVER finish, I will- just not on anything resembling a schedule. I think the problem was that I took on a really big idea that had to be just so, and I was (read:am) kind of not good with RGSS or switching. Sure you can muddle through, but it's a royal pain.

I've been working on my game since 2009, buddy. One day I will release it, even though I started the project for someone who is no longer a human being to me... but I'm in too far to back out.

I think the next game I work on will be MUCH shorter, possibly even released before my main project. It's a lot easier to make a series of games rather than on huge one that spans several hundred hours of play. Hell, I got a demo game for a tutorial done in a day...
:tinysmile:

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And I can see what you mean, just finishing a final product is the reason Im really working on the project.. Like I said early on when joining here, Its been kind of a small "dream" for me to fully finish a self-made game.

This, besides me loving my own game (and my friends liking it as well so far), is what keeps me want to finish it. For someone who loves games, being able to say I have created my very own, complete and polished, game is sort of a dream, lol..:lol:

I've been working on my game since 2009, buddy. One day I will release it, even though I started the project for someone who is no longer a human being to me... but I'm in too far to back out.

Lol, doesn't beat my project. I checked, and I started my 'game' back in 2007.:lol: That was before I considered it a real project or game, though.
And now I'm curious as to what happened to your partner, but it sounds kind of sad.=/
Go beyond the impossible, and kick reason to the curb!!

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This, besides me loving my own game (and my friends liking it as well so far), is what keeps me want to finish it. For someone who loves games, being able to say I have created my very own, complete and polished, game is sort of a dream, lol..:lol:

I couldn't have said it better myself  ;D

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Just been thinking about this again lately. I noticed with myself that I get more motivated to work on my game when I have a fairly clear idea of what I want to make next, and how I want to make it. If I'm too uncertain about a lot of factors for the next thing I should be making it puts me off, because it fills up my head with chaos and pushes me away from my project. This often happens after I finish a major part of my game, and have to start from scratch on another major part that I may not have thought out so well yet.
On the other hand, if I have the next bits completely planned out already, it takes away the excitement of actually working on it and gives me less that feeling of freedom creating it. Or I get very impatient with it, and just want it exactly the way I have it all planned out in my head already.
I guess for me, I need a healthy dose of inspiration and different ideas on how to tackle the next part of my game. Having too little makes my head hurt trying to come up with all the things I need to make. Having too much just makes the gamemaking boring.

Final note: No, I haven't gone on another break from my game again. In fact, I'm making good progress, and am on my way to finally finishing it.
Go beyond the impossible, and kick reason to the curb!!