How often do you need a break?

RATED-RKOFRANKLIN

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Making games can be all fun and games. It takes a lot of work to make a game. The RPG Maker does make it easier for people who don't have programming knowledge. There's still a lot of work.

Sometimes I feel overwhelmed after completing a major event. Does anyone also feel this why?
 

VideoWizard

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It varies from every few days to every few weeks. The last break for me began after NaGaDeMo ended, and was about two weeks long.
 

Maus Merryjest

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Well... I've been working on my current project since April, non-stop... and riiiiight now I'm needing a break, stepping back for a bit while I wait for two custom scripts to be finished so i can integrate them. I've set myself that time as my break... because I was definitely nearing burnout XD
 

Peltron

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Sometimes I can work on my game with all my free time after forgetting I had other things to do, but mostly, yes. I need breaks or it will overwhelm me and reduce my effectiveness in creating the game. Sometimes after a break I'll study, write or sprite, and then an hour or so into that, I'll want to work on my game again! xD
 

RavenTDA

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Sometimes I take breaks from certain parts in a game. Like if I'm sick of sprites I'll try working on a puzzle or if I'm sick of that I move on to making some dialog. I sorta bounce around. Usually the problem for me is procrastination in the form of not wanting to do sprite work. Most times I can keep trucking by moving on to something else, but there's many times I just get an overall creative block and have to leave it alone. There is a lot of things to do in game-making so sometimes you can burn-out in one area but move on to the next. I normally get frustrated while working on something that takes a while or expect something to go fast and it takes forever. Right now I just want to move on to something playable but I feel like the more I get done the further away I realize I am. But I think everyone is in that same boat.
 

zacheatscrackers

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I'm very good at working on my game for long portions of time without feeling creative fatigue. However, the moment I feel my idea juices become low, I take a break. Breaks for me can last upwards of 10 minutes to a few hours depending on how much work I did.

Since I just completed my 4th RPG Maker game (and arguably my first official actual effort at making one) I'm going to be taking a long break, but that's a given.
 
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Kaelan

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There's still a lot of work.

Sometimes I feel overwhelmed after completing a major event. Does anyone also feel this why?
You've gotta be able to pace yourself. Completing even a decent game - let alone a good one - requires a lot of work and a lot of time. Anyone can work full-tilt, around-the-clock on something for a week or two. Maintaining a consistent amount of work over one, two or several months is the hard part.

The most important thing is to not let yourself get burnt out and make sure you take breaks whenever you need to. It helps if you keep track of how you're doing and how much work you're actually putting in - if you work yourself too hard, sometimes you won't notice how tired you are until it's too late. Then you start not getting any work done at all, lose a ton of motivation (and feel bad about it, to top it off). That's how projects get cancelled.

Long breaks can help, but really those should be like your absolute, ****-just-hit-the-fan last-resort option. The ideal is just maintain a steady pace you can keep up with (keeping the rest of your life in mind), putting in enough time to get a decent amount of work done, while not being enough to overwork yourself. In addition to that, take frequent short breaks, even if you don't think you need it. A lot of the times, it will help you realize just how much work you've actually gotten done (which you'll often lose sight of while you're too close to what you're doing - you keep looking ahead at how much is left to do and forget to look back and see how much you've already accomplished), and it will motivate you to do even more once you get started on the next thing. Additionally, it sometimes pays to take a short break or move to something else if you get stuck on a problem, or a really nasty bug. Sometimes that one thing you just can't figure out now will become obvious when you come back tomorrow or the day after, having not thought about it for a little while.

I usually have one or two days during the week where I'm mostly free, and most of my weekends. I try to spend a good amount of that in RM, but most weeks I'll take one or two days and say "I'm just going to do whatever I want today, and I'm not going to do anything work or RM-related at all. Whatever it is, I can deal with it tomorrow." A little bit every week prevents you having to stop for much longer than that down the line.

Another thing I do is I usually have a huge text file with notes on what's left for me to do in my game (in broad terms, I can figure out the specifics once I actually start doing it), and roughly what order I want to do it in. Usually I try to space things out so I never have a bunch of huge tasks next to each other. If this week I'm implementing a huge, super complicated system that will take a ton of effort and debugging to get it to work properly, then next week I'll stick to small improvements, tiny bugfixes and nifty, small features that don't take a ton of work to do. When you're doing anything large and complicated (especially if you're a programmer), it often feels like you're not getting anywhere while you're working, because it won't work properly at all until almost all of it is done. Sometimes it's nice to just work on small simple things to get that sense of accomplishment ("I finished something and it works!") back, so you don't get stuck with that "I don't feel like my work is going anywhere" feeling.
 

PixelLuchi

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I've been working on my game for the last 20 or so months now, and in all that time between developing, going on break ( sometimes into near hiatus ), I've only managed to get 6 hours of gameplay done. If I had been more consistent ( I'm notorious for procrastinating, but I'm sure most of us suffer from it at some point ), I probably would've got around 10-12 hours of gameplay done. This excludes the amount of time spent testing, testing and testing ad nauseaum.

I'll pretty much work around the clock on weekends, especially if the demo is nearing release day, but other times, I'll leave RM-related stuff alone for up to a week at a time, like I'll create art/fanart, watch videos, read etc. I've got no idea as to how hard I've been pushing myself for this, but there have been periods where I've just felt like giving up, and scrapping the project entirely. If I didn't love my characters so much, I would've. That's pretty much my secret for my motivation.

I don't reward myself for making events ( the entire Guide in my game is evented ), or making pretty maps, visuals etc. Seeing players having a great time playing the game is more than enough a reward. That reward alone lessens the time I spend on breaks, and encourages me to work even harder. :)
 

Espon

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The lengths of my breaks depends on my levels of motivation and if I'm doing something else. If there's a particular game I'm interested in playing then my creation output is pretty much zilch. Once I've finished playing something though, my motivation tends to shoot up (as well as my feelings for wanting to change things I've already done based on what I just played -___-).
 

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