How do you give that project the extra push to completion?

C-C-C-Cashmere (old)

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So many of my projects have come to a standstill because I have come to that certain point... the certain point in all of my projects where things start to slow down. You feel the weight of your fingers struggling to move across the keyboard. Your brain starts to overheat. Slowly, the perspiration builds on your forehead. The event code becomes slightly blurry, so you blink your eyes a few times and try to stay focussed. Your brain slowly depletes itself of NPC dialogue, your story ideas coming to a standstill. The characters seem harder to write for. You're struggling to continue the project.


But! You so want to finish! Because you know that the feeling of finishing a game is amazing. You know that it's difficult, but it's achievable, jog nammit! It's doable! And you struggle because you know that you yourself have the ability to finish this, and yet you can't seem to make progress because it's so hard. It's like drudging through mud with some very heavy boots on. You're struggling to even make it through. You look into the distance and see sunlight. You see the goal. It's so bright and shiny, and you just want to touch it. But you can't, because you're drenched in the mire, and completely saturated in immobility.


What do you do? Aside from casting aside the project, which I am not even thinking of going there right now, what are some strategies to give that extra push to completion of a project. Preferably those who've completed games, just tell us how you push yourself that extra mile, what tips to take, and the tricks you need to complete a game no matter what. I'm really dying to know.
 

cabfe

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I've been told to work everyday, even for just a little thing to add.

You don't have to work 8 hours straight for a project to be the best. It'll just be quicker, not better.

The brain needs some vacation too. It can even be beneficial as new ideas will emerge from those times. Most of my dialogues come to me when I'm doing completely unrelated tasks. I write them as soon as possible because I know I will forget them when I'll be in front of my computer.

As long as you don't take a too long vacation, one step at a time is a good pace.

Try to look at how was your project yesterday/last week and compare to its shape now.

I know that, when I look back on mine, I'm proud to have done something good and that I'm one step closer to completion. Right now I have several maps to draw (always scared by them) along with sprites and related busts shots. I feared that moment but it goes well so far. Now I feel like I'm calmly walking down a slope I was scared to climb.

One thing I use too, since my story is already written, is that I *know* what percentage of the game I've done. If you don't know what the completed project will look like, you can easily give up, thinking that there is no end. Struggling against infinity is a lost battle :)   so it's better I think to have a clear view of what you want to do.
 

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I've found the best way to keep myself working is feedback, and revisiting  the previous materials to see general improvement.

When you see what a difference a week, a month, or even a few minutes of editing makes it really keeps you pushing forward.

There are times I step away from the work and help other people graphically or with feedback towards their projects to help keep them going.  It's good to see other people work on their project, and help them towards completion which in turn encourages me.  Success is a shared resource, as is failure.  
 
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Indinera

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You write down on a sheet of paper what still needs to be done, and you go through that list, until everything has been crossed out - if you're like me though, you'll need to go through the same process several times (ie several sheets of paper). Also, usually the excitation of knowing that the project is almost completed is also a push in itself. I find it harder to keep the momentum going when you are in the *middle* of the making, with still tons of things to fix, implement etc. That said, the overarching advice to never lose motivation is to make a game that you love playing. :)
 
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CharRedBaron

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Personally the way I set everything up when I am working on a game is that I buy a notebook and I work really hard on the storyline and I also write down everything that needs to be done in the rpg in order. This way I have perspective of what needs to be done. I usually break it down into what happens once the player reaches each city/every place.

This way I have a clear understanding of where I am going, so it doesn't slow down my game making process.
 

whitesphere

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CharRedBaron

Personally the way I set everything up when I am working on a game is that I buy a notebook and I work really hard on the storyline and I also write down everything that needs to be done in the rpg in order. This way I have perspective of what needs to be done. I usually break it down into what happens once the player reaches each city/every place.

This way I have a clear understanding of where I am going, so it doesn't slow down my game making process.
In an RPG, especially where there are multiple plot branches, it's really helpful to write down an outline of the plot.  For the branches, it's good to put why the branch is taken or not, at a high level like:

Player kills the evil king.  This destabilizes the kingdom, bringing the Prince to power.

Player works with the evil king.  This strengthens his reign, so he crushes the slave rebellion...

I've found the outlining process helpful when creative writing in general.  And making an RPG is definitely a type of creative writing.
 

hian

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These are some techniques that work for me -

1. Frequenting the screenshot thread here, and other project threats to see how others are progressing on their games.

2. Keeping a side-project of smaller scope that you can use for variation without eating up too much time.

3. Although retouching, editing, and testing is important, moving ahead with developing even if some old parts are still in the works, is a good way to keep your work-progress fresh and for maintaining a feeling of progress.

4. Keeping a "to do"-checklist and looking over all the stuff you've already cleared gives a feeling of accomplishment which can be a strong motivator for future work.

5. Feedback

6. Non-linear work - if you're feeling tired, you shouldn't force yourself to work on the same problem. Sick of the database? Work on your script. Sick of balancing, work on a map etc.

All progress is progress, so even if not working on your current scripted scene, or battle, won't make your game longer atm, any other work you do will ultimately shorten down on dev time in the long run, so remember that.

7. If your game is getting on in length, and you're always playtesting from your most recent scene, don't forget to press new game once in a while just to remind yourself of all the awesome stuff you've already done.

That's it for me I guess.
 
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Shaz

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I've moved this thread to General Discussion - this is not a game mechanic. Please be sure to post your threads in the correct forum next time. Thank you.
 

Stridah

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I try to work two hours a day as my bench mark, i am not always able to hit that, and some days i work much more, but remember as long as you r making constant progress you will get there...

then again i havent finished a game yet LOL!
 
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If something seems too hard to get done, try to break it down into smaller pieces.

If you want to make a dungeon, you break it down to Music, maps and monsters.

If you want to make a scene, you break it down to dialogue and movement.
 

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