ts50

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Are you the sort of person who has thirty projects with only about a few hours of work into each one? Do you keep having ideas for video games but never end up finishing them? Are you working on a project right now but considering quitting?

If so, I've written this guide for you. I myself regularly struggled from procrastination and what I will call "compulsive game creating syndrome" for a long time. Eventually I learned how to stop struggling with that, and I'd like to share some tips for you to keep working on your game.

Make a game you'd like to play.
Figure out what sort of games you like to play personally. Do you enjoy a classic JRPG? Maybe you're a fan of hardcore survival, or of a mystery game. And figure out a time period: fantasy, historical, modern, sci-fi? Whatever game you make, it should be something that you would like to play.

Don't do anything too hard.
It might be really cool to make the next Elder Scrolls game, but you need to be very careful before doing anything really difficult and time-consuming. You'll find yourself taking far too long to do everything, and it's easy to break off progress on a game that's really difficult.

Identify your strengths and weaknesses.
What are your strengths and weaknesses? Are you a master coder? Are you a talented artist? Are you a good writer? Maybe your strength lies in creating beautiful maps. Make sure you know your strengths and improve on your weaknesses or get help with them.

Limit the projects you're working on: one is best, no more than three.
Unless you're a really professional game developer, you don't want to have a lot of games you're focusing on. It can be difficult to switch from one game to another, the work can be overwhelming, and it'll take you a whole lot longer to finish anything.

Avoid a whole lot of extra features.
One of the most common reasons for failing to complete a game is that game creators want to add a whole bunch of fancy features that aren't needed. Try to go simple. Scripts and features are fun to add, but wait until you've already gotten a lot done on your game to add fancy stuff.

Work every day, but not all day.
This is extremely important. Figure out how much you want to work every day. If you've got some free time, try a couple of hours. But even just half an hour a day can work just fine. The key is consistency. I recommend creating a chart where you record what you did every day. This can help you stay motivated. But you also don't want to work too much every day, unless you have a lot of experience in game making. And it's fine to take breaks sometimes. I usually don't work on my game over the weekend, for example.

DO NOT REDO YOUR GAME!

I saved the most important tip for last. You might feel the urge to redo your game for whatever reason. This is pretty common. But you should be extremely careful before doing over a lot of what you've already done, unless absolutely necessary (like if you accidently used pirated resources). Redoing your game can easily cause you to just quit working on it entirely.

Anyways, I hope that this guide helps you stay working on your game. Good luck!
 

Shaz

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This is not really a tutorial, so I am moving it to General Discussion

 

Mythmaker19

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I would add a bit of advice I saw on here at one point (that I failed to follow and regret):

DON'T MAKE THE FIRST PROJECT THAT YOU WORK ON YOUR DREAM GAME.

When you first start using RPGM, you won't be able to make the kind of quality stuff you're dreaming of right away. Make a few small practice games just to get comfortable with the program.

Otherwise you'll end up like me, 10 years in with nothing at all to show for it.
 

ts50

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Bumping to the top
 

LunarWingCloud

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I would add a bit of advice I saw on here at one point (that I failed to follow and regret):

DON'T MAKE THE FIRST PROJECT THAT YOU WORK ON YOUR DREAM GAME.

When you first start using RPGM, you won't be able to make the kind of quality stuff you're dreaming of right away. Make a few small practice games just to get comfortable with the program.

Otherwise you'll end up like me, 10 years in with nothing at all to show for it.
Allow me to elaborate further on this point, because it's important.

I started RPG Maker with RPGM3 on the PS2. I started a game called "Glistade" and the main villain, Zeraphion, while adapted into what he is in my current project, "Dualia" (made in RPG Maker MV), nothing else from the project has been retained.

I never finished Glistade. RPG Maker 3 has a hard limit on resources and if you use too much memory, you can't add more into the game. I hit this wall and never finished the game, because it would have required that I redo the whole thing.

It is okay to not finish projects when you first start, but use those as a learning experience. I am currently digging deep into my brain with the experience I had with RPGM3 as well as the first version of Dualia that I started in RPG Maker VX Ace to guide me now.

Your dream game is NOT going to happen on your first try. And you shouldn't let failure or incomplete projects discourage you. Use what you learned on the first project you see real potential in and take it as far as you can.
 

ts50

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@LunarWingCloud My first game, made when I was 10, was called "Monkey Island" and was virtually unplayable. I did not figure out how to even change database settings. My second, "Niridor", was extremely unpolished and I did not know how to do a lot of things. However, I learned a lot of new things from these projects.
 

Arctica

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No idea what my dream game is. I just thought it'd be a cool idea to have an ice woman beating the hell out of stuff with ice cubes lmao.

Feature creep though, yeah that was a pitfall I fell into around November last year. I slowly and unknowingly wanted to add all the stuff that everyone else had and forgot the original scope of my project in the process.
 

Feldschlacht IV

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I would add a bit of advice I saw on here at one point (that I failed to follow and regret):

DON'T MAKE THE FIRST PROJECT THAT YOU WORK ON YOUR DREAM GAME.

When you first start using RPGM, you won't be able to make the kind of quality stuff you're dreaming of right away. Make a few small practice games just to get comfortable with the program.

Otherwise you'll end up like me, 10 years in with nothing at all to show for it.

Not only is this probably going to be the best advice in this thread, but it's also the best advice for any hobby or creative pursuit.

DO NOT focus on making your magnum opus your first go around. It's tempting, but do not.
Practice, practice, practice!
 

ts50

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Yeah, the tip about the dream game is part of what I meant by not making anything too hard. Making a dream game is very difficult.
 

ts50

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Bumping this up to the top
 

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