So much project - few time

NED

Well-known member
How do you guys manage to have so much game projects and so few time to make them?

I certainly have more than 15/20 game projects ready to do. (perhaps 30...)
In really different gameplay types and concepts.

for most of them, I did tests with fake shots. And released some datasheets for the game systems. ::)

It's so frustrating, because I know Openbor community need some more new uncommon games, but I really cannot find time to work on it anymore.  :-[
 
I literally can only focus on one project at a time. The new mod that I'm working has been a "work in progress" in my mind for a very long time already (maybe 7 to 8 years). But I didn't want to start developing it then because I was already developing 'Battletoads Double Dragon: The Revenge'. And that was one of my dream-projects, so I really wanted to take my time with it. Now, it's finally finished after 9 years of development and I can now finally focus on developing 'Mace's Deadly Case'.
 
Time is one thing, a very important one, but in your case i think it's not the main problem. Like the guys said, first you have to really focus on one project at a time but still that's not all. In your case (as for other people too) there is an other common mistake made as well. And here it is:

For some time you seemed to be focused on your World Arena project but the mistake was the wrong workflow-focus on it! You did not really started working on it as a whole, but instead you just focused on creating some advanced mechanics for it which required advanced scripting first.
For me this is a big mistake a lot of people are making! This because when people trying to get get ahead of themselves with complex systems and scripting without even having a game there started, it's very likely that they easier will give up the whole thing when things are getting tough. Like you also did.
And yeah, this is most likely one of the main reasons that a lot of games are getting canceled.

So my suggestion is, really starting to make a game first and then on the road you can try to create what ever system you will need for it. Just start with the things you know first. This for two reasons. First, if you really have a game there on which you have made some progress, you will not give up so easily. Second and most importand, what kind of system you can't create and seems impossible to you today, most likely you will be able to create it some time later down the road, as long as you keep yourself involved and bussy with the game and making progress. Because on the road you will learn way more things than you know now.

This is what i did with my DD game for example. Do you think that i knew from the beginning how to code/script all required systems/mechanics for the game? Hell no! Instead i was working on things that i knew first, and found the rest down the road.

As about time, if you will manage to change your workflow focus like i said, then you will always somehow find the time to work on the game. In fact, the most (if not all) mods are made with a lot of stolen time! Like with way less sleeping for example  ;D (I'm looking at you Mr. bwwd)
 
I so agree with Magggas. Overcomplicate things can be bad for you.
(and I speak about this with experience, lol).

While I agree when you says that OpenBOR needs more uncommon games (or less damn BOR clones), try to get things done first if you don't get hold of scripting just now.
The you will gain experience to do more complicate things. The things you want to achieve are doable, but they are hard to do if you don't understand scripts very well.
Plus, you are using a ver old build, which will limit you a lot.

 
I autocorect myself, I think the title would be "so many projects for so little time"

Anyway, I think you're right, guys. I should concentrate on something simple first.
Perhaps I will select an easier project to do as a priority and update WA at the same time.

With mugen I always worked with 2 or 3 projects at the same time to avoid getting fed up of it.

I need to organise my time in a better way bettween work, social life, making comics and making games.

Thanks for the advice, guys!
 
With mugen I always worked with 2 or 3 projects at the same time to avoid getting fed up of it.
Yes, me too. I have more projects than I can count actually, lol.

But HERE lies the difference (Excuse me if I sound arrogant, its not my intention, I am just trying to illustrate my point of view): I've mastered Mugen coding and i have control of every pros and cons of mugen coding. I know every single tidbits of it - what I can do and what I can't or won't.

What I am trying to say is: when you have too much thing to do, but you have enough skills to make all of them and its just a matter of time, it's one thing. But when you have a lot of things to do where, in many cases, you don't know how to do, its a whole different animal. And THIS is a problem.

See the difference?
 
I have the opposite problem - and it's still a real problem. I still forget things now and then, but overall can say without a hint of arrogance that I am the single most knowledgeable person here when it comes to how the engine works and what it can do. Better be considering my position, right?

Here's the catch - being able to do anything you want leads to feature creep. Bigtime. It also leads to pointlessly revising old work over and over to be more optimal, when the end users will never know the difference either way.

I say this to warn you not to fall into that trap either. As you become more advanced, more and more options become open to you, each branching to its own set of options and so on. Pretty soon you're overwhelmed and nothing gets done. The fact I'm card carrying ADHD (and Gemini lol) doesn't help, but it can happen to anyone as they become more proficient with a given tool set.



On a totally separate note, I would encourage ALL module authors here to learn and utilize Github, no matter what kind of project you're working on. Good gravy this will save you so much time, trouble, and possible heartaches (from material loss). It also helps keep you on track (related to the above). In fact, my next project here will be to write a tutorial on how Github works. It's a very steep front end curve, but once it clicks and you get used to it, you will kick yourself for not taking advantage.

DC
 
I have a great idea for a game, build a good story then start making it and then something will happen that will consume my time, I'll go travelling, end a relationship, start a relationship, quit my job, start a new job, move home, I usually end up with a block of free time every couple years say 7 months and in that time I do all my hobbies like painting, openbor, playing guitar, gym and the cycle continues.

I've had some down time the last 4 months due to a work a related injury so I've been working on a new game but I go travelling in October to America and I won't be done travelling until January and then I'll have to start a new job, I'll probably be like this for the rest of my life, I've always respected those in the community than can start and finish a game, I've promised myself I will finish the one I'm working on right now hopefully before the end of next year.
 
danno said:
but I go travelling in October to America and I won't be done travelling until January...

Awesome, hope you enjoy your visit here! What are some of the places you're hitting?
 
I still forget things now and then, but overall can say without a hint of arrogance that I am the single most knowledgeable person here when it comes to how the engine works and what it can do. Better be considering my position, right?
This happens to all of us - you get a little rusty. Specially when you keep jumping from one language to another. Few days ago, I had to read the Mugen manual to set a simply counter move because I simply...can't remember of how it works, lol.

Here's the catch - being able to do anything you want leads to feature creep. Bigtime. It also leads to pointlessly revising old work over and over to be more optimal, when the end users will never know the difference either way.
By Odin's bear, I am SO GUILTY of this. This is why 5 years had passed by and I haven't finished my game (I don't like the word "mod").

I remember an old video a friend of mine had posted  and which fits perfectly here
"The world wants and it needs people who finish things."
 
Damon Caskey said:
danno said:
but I go travelling in October to America and I won't be done travelling until January...

Awesome, hope you enjoy your visit here! What are some of the places you're hitting?

I'll be starting off in New York, be there for a month then Chicago to see family and same in Atlanta after that, I'll stop off in a few places on the way, I'll document some of it on my youtube  channel if y'all wanna watch.  https://www.youtube.com/channel/UC-2u1S-W6f9nEY_Tpbhs6Ig/videos
Normally when I travel I don't do much filming but I've bought a camera and gimbal this time so I'll make some proper videos (hopefully).

Great video O Ilu, Finished not perfect is going to be my new mantra

 
Code:
 It also leads to pointlessly revising old work over and over to be more optimal, when the end users will never know the difference either way.
yeah... this...

 
The older i get, the faster time seems to pass.

my eyes hurt, my back hurt, girlfriend jealous of my free time on my projects,
but i will finish all my projects then i will retire ehehhe

 
rafhot said:
my eyes hurt, my back hurt, girlfriend jealous of my free time on my projects,
but i will finish all my projects then i will retire ehehhe

I can't agree more, lol. Excluding the fact I have no girlfriend, but a wife and two kids.
Maybe it's time to just stop and relax finally.
 
Back
Top Bottom