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  1. #11


    1 members found this post helpful.
    Extra credits is awesome.

    As a full time indie, I have hobbies outside games / that don't involve staring at a screen all day. I also work alone in the home office, so long playlists on iTunes or whatever help me get through the day. Seeing other developers succeed or struggle can work both ways, depending on my mood.

    Never work on a feature for more than a week. If it takes longer than that, it's probably too complex and you should drop it. Plus it really drives your motivation into the ground if you spend weeks trying to get something working only for it to still be super-fragile or a turgid mess of code or just plain not work. The fail fast mantra applies not just on a project-wide level, but also on a feature-by-feature level as well

    Overall though, you'll go through some rough patches, and it's simply a case of toughing it out.
    @JamesACoote
    Executive Star now available on OUYA Discover

  2. #12
    OUYAForum Devotee arcticdog's Avatar
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    2 members found this post helpful.
    In general software development, that great video SittingFox shared is basically describing Waterfall project management vs. Agile project management.

    I can tell you from first hand experience that the more you iterate and refine your ideas, the more progress you will see, and with progress comes motivation. In my day job I have never ever delivered late, or at the very least, those holding me accountable for that schedule became part of the process and could understand why adjustments need to be made. That is completely because we've blazed a trail and DID things rather than TALK ABOUT doing things.

    But as far as the game project I'm working on (which is a different, yet similar animal), I've had my bouts of not being motivated. But I've been most productive under the following conditions:

    1) If you can, don't work alone. I'm lucky enough that my partner in crime is a talented artist, and the results, and seeing the results of turning ideas into tangible art is very motivating on the development side. In turn, seeing that artwork brought to life in the game motivates the artist to produce more. It's a productive cycle. Collaboration is a strong means of keeping yourself accountable to another party, and it distributes some of the burden of solving the problems.

    2) Eat well, get plenty of sleep and exercise. It's amazing how your brain can sometimes multi-task and solves those problems keeping you from moving forward when you're sleeping. What you eat affects your brain chemistry, and consequently your desire to do anything. Plus if you're energized properly, you won't be tempted to call it a night after you've worked an 8+ hour shift at the day job, and need to make some progress on your game.

    Most critical "ah-ha!" moments I've had have occurred while walking around the neighborhood at night (since we have to here in the intolerably hell-ish Arizona heat), not buried in my phone. But just walking and thinking.

    A healthy developer is a productive one.

    3) Realize your limitations and scope your project out properly. If you're a one-man (or woman) show, and you're making an ambitious Final Fantasy or Skyrim clone, you are setting yourself up for failure. If by some miracle you don't get bored with the effort, you won't release it for years and you won't be nearly as proud of it.

    4) Write clear, self-documenting code (i.e. avoid comments) so it's easier to take breaks from it without having to re-acquaint yourself with what you were doing. Even if the game is slow as a result. You can always optimize these efforts later. (p.s. this is true of any software development)

    5) Watch an inspiring movie. Indie Game: The movie, is a good one to watch for this. You get to see how successful developers like Team Meat and Phil Fish have struggled with all of the problems you're facing and then some. It can be humbling.

    This last bit doesn't work for everyone, because not everyone makes these kinds of games.. But if your game has "super heroic" or character driven elements, watch a great comic book movie like The Avengers (or whatever your preference is), and imagine how your game could cross over into other kinds of media. Example... If you were the developer of Duck Game and having creative roadblocks, what would "Duck Game: The movie" look like?

    6) Make lists. Make goals. And keep them all within a day or two's amount of effort. I recommend trello to manage this. It's free, they have a mobile app so you can add stuff from your phone (you know.. when you're out walking). Every attainable sub-goal is an element of your overwhelming end goal.
    Last edited by arcticdog; 05-21-2014 at 11:54 PM.

  3. #13


    My biggest issue with motivation is, while I'm confident my game design can be fun, I have no confidence in it being the right game to work on.
    That, in addition to the fact that I could honestly design at least a draft of a new game every few days makes it difficult for me to stay focused and motivated on the current project.
    Always second guessing if it's the right audience, if it's too long a development period for people to follow, if it's too complex/simple, etc etc. On that note I'd also recommend arctics suggestion of not working alone, when working on the last project with the Bimey team it was awesome and the discussions and feedback and play testing together was an incredible experience and kept me consistently motivated.
    But working by myself again it's just too easy to not be sure about a project being the right one to work on but I'm concerned about changing/abandoning a project because of anyone who may have had interest in it and I just end up in a looping cycle of procrastination. It's that situation where I've got nothing invested myself and unlike when I was working on Bimey I can't feel the investment anyone else has and I just keep thinking 'maybe more people would enjoy this design, or this design, or this design', etc.

    But regardless I can still at least try and add my 2 cents to this conversation thread on what I've tried (awesome suggestions from everyone already btw, and I'm also a fan of extra credits-I'd direct anyone interested in game design to go watch all of their videos for at the very least a good head start into this industry).

    I try to give myself a reason to keep development and progress on my mind and an outlet to discuss it (currently twitter). Just be careful as at least for me it can sometimes backfire as admittedly when I posted updates on these forums more frequently in the past and didn't get a response I admit it would make me feel down as it would make me concerned about whether I should be working on that project or another as I mentioned above. Though I realize that's a relatively stupid response because I understand people looking forward to a game would be more interested in larger gameplay updates, etc, it's still hard to not think 'HEY I MADE PROGRESS SEE?...oh....no one responded...Did they not like the progress. Was something bad about it. Have they lost interest.', etc etc. Though that's more a personality flaw regarding no confidence I'm sure others may feel that way sometimes. Hence why I've now tried to focus more with updates on twitter because it's easier to feel more relaxed about getting no response.
    "Beware my long form Squirrelage"

  4. #14


    Quote Originally Posted by arcticdog View Post
    I recommend trello to manage this. It's free, they have a mobile app so you can add stuff from your phone (you know.. when you're out walking).
    THANK YOU!

    No more bits of "To do" paper all over my desk after today!
    "Withhold no sacrifice, grudge no toil, seek no sordid gain, fear no foe."

    http://grimbarian.itch.io/silent-star-blast

  5. #15


    Taking part in the OneGameAMonth.com contest has made my motivation quite high. It fits with the whole "fail faster" idea. Last year I made one whole game, it was kind of buggy and a bit boring to play and it took me months to finish. I spent more time making the game work than actually figuring out whether the game I was making was actually fun.

    So far this year I've made five. They range from OK to pretty terrible, but it's pretty satisfying seeing five whole games that I've made - rather than one half working thing that's growing out of control.

    If you're an OK programmer and have some ideas, then writing code is not what needs practise. It's the actual process of making a complete, working game that another person would spend more than five seconds playing.

    Oh and for actual motivation, loud music... lots of loud music... That and accepting that goofing off on YouTube for an hour is perfectly OK, or that it's fine to take a break - because that day you decide "I'm going to clean the kitchen because it sounds way more fun than debugging the 'game crashes with no error' problem I had last night" is the day you figure out the problem while doing something mindless.

    Not comparing your games to others helps. Your game might suck compared to everything out there... but it's guaranteed to be better than all those projects people have never finished.

  6. #16


    Quote Originally Posted by piku View Post
    Not comparing your games to others helps. Your game might suck compared to everything out there... but it's guaranteed to be better than all those projects people have never finished.
    I'm writing that quote down, genious...

    Last night I had a dream we had to get in a maze that had the shape of a bee house made out of tunnels. It rotated and was actually a huge tunnel system. The first one to get to the middle of the area and climb the tower was the winner.

    Maybe one day I'll be able to recreate my dream and make an awesome multiplayer game for Android / OUYA. I already know some Java and C# and the basics of 3D (meshes, normals, vertices, indeces ...) so maybe one day I'll figure out how to do it.

    On-Topic; Healthy mind in a healthy body. Eat right, do sports, sleep enough. Don't waste time on YouTube, Facebook or other websites. Work 40-50 minutes and take a 10-15 minute break. Try to find an online radiostation of your favourite music genre, it keeps you on track and you won't lose your concentration. Plan ahead, make a checklist (like Trello indeed) and see your progress.
    ~ Unizzer

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