@Lantiz Another nice thing about a short project is that you get to experience the satisfying feeling of seeing something come to completion. You can take that forward into a future, larger project, knowing that you can complete. That can be a great support when you're 40% through a big project feeling like it will never finish.
@Marquise* No, you're not mad, you're an artist who wants to do things to the highest standard that you can.
@EliteZeon I like the development of the cut scene from the original to the new version. It gives a real insight into the story of that place, the prevailing attitudes, the lives of the people, in just a very short time. That's quite some to-do lists you have there. It's good that you have clear ideas about where you want to go and what you need to do to get there. My advice, for what it's worth, would be to put the Chapter 2 list in a desk drawer somewhere and ignore it until you are ready to move on. Otherwise it might feel a bit overwhelming.
@bgillisp I think your monsterball schedule is a brilliant idea, especially if you do use it for NPC dialogues. It will make your world seem much more cohesive. And I think it's great to have people talking about things which are nothing to do with our heroes and their quest to save the world (or whatever). Because that's what life is like. There may be tempestuous events going on, but people still want to know if their team won. (And to slag off the manager if they didn't.)
My update
So that I don't burn out on mapping, I didn't move on to the area outside the cave exit. Instead I've been working on a complex cut scene. Because the player can do things in a different order, they may have already seen this, discovered that they can't get a boat just yet, and why. I've got to set up a ton of switches and branching dialogues to take account of whether they go to the harbour first or get thrown in jail first. Anyway, the cut scene is done (full of strange and exotic things), now I've just got to map the harbour, shipping office etc., where the event which triggers this cut scene (which happens elsewhere) takes place, and so on.
@Marquise* No, you're not mad, you're an artist who wants to do things to the highest standard that you can.
@EliteZeon I like the development of the cut scene from the original to the new version. It gives a real insight into the story of that place, the prevailing attitudes, the lives of the people, in just a very short time. That's quite some to-do lists you have there. It's good that you have clear ideas about where you want to go and what you need to do to get there. My advice, for what it's worth, would be to put the Chapter 2 list in a desk drawer somewhere and ignore it until you are ready to move on. Otherwise it might feel a bit overwhelming.
@bgillisp I think your monsterball schedule is a brilliant idea, especially if you do use it for NPC dialogues. It will make your world seem much more cohesive. And I think it's great to have people talking about things which are nothing to do with our heroes and their quest to save the world (or whatever). Because that's what life is like. There may be tempestuous events going on, but people still want to know if their team won. (And to slag off the manager if they didn't.)
My update
So that I don't burn out on mapping, I didn't move on to the area outside the cave exit. Instead I've been working on a complex cut scene. Because the player can do things in a different order, they may have already seen this, discovered that they can't get a boat just yet, and why. I've got to set up a ton of switches and branching dialogues to take account of whether they go to the harbour first or get thrown in jail first. Anyway, the cut scene is done (full of strange and exotic things), now I've just got to map the harbour, shipping office etc., where the event which triggers this cut scene (which happens elsewhere) takes place, and so on.



