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PostPosted: October 11th, 2010, 7:50 pm 
Rank 11: Sexy Black Mage Rank 11: Sexy Black Mage
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So, the last time I released a game of my own creation was in 2005. And it was a garbage title created in the span of 12 days. And the only good game I finished creating (Jester's Hunt) was created in a span of two months (three if you count planning).

Thus, the reason I'm so unable to release any games nowadays is a short attention span. I might be better off creating quickie titles.

There are also a couple things I notice that get me motivated on moving along with a project. The chance to show off something big being one of them. Both my MagCon demos (Slayers' Reign and Dungeon Crawled), I had a lot of "wow" to show off, so I worked REALLY hard on getting them ready for release. Both times, after MagCon was over, I stopped working on them. (Yes, sadly, I haven't added anything really new to Dungeon Crawled since MagCon.)

I also apparently like to tinker. It's pretty easy to get onto an RPGM just to find out if something is possible. For example, I'm currently fiddling around with a 3D platformer engine on RPGM2. Is a'ight.

So what's the purpose of this post, exactly? Probably just to let you guys know that I'm probably not actually gonna ever release a game again, unless I get lucky.

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PostPosted: October 11th, 2010, 9:27 pm 
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Draygone, what is it exactly that you think when you aren't motivated and look at your RPGM software. For me I might look at the case and think, "man I wish I had more time" or something. Do you look at it and really think, "I don't feel like it?" or does maybe the grandeur of what you are trying to achieve weigh you down so that you don't even want to take a step or something like that?

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PostPosted: October 11th, 2010, 9:35 pm 
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Trust me, I have plenty of time. I could've already had Dungeon Crawled almost done by this point. And I'm definately not overwhelmed by my plans...usually. I suppose it wouldn't hurt to attempt something simple for once, though.

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PostPosted: October 12th, 2010, 5:54 pm 
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You kinda came to the same realization I came to about a year ago. If you can't invest in a large project, go with smaller, simplier ones.

In my case, I made a few small projects that lead up to a big project.

You just gotta make sure before starting a large project that you'll be able to see it through to the end. I didn't really start JA until I knew I was going to finish it, at all costs. Even then, it's very tough. You have to figure out what structure you want, I've had to deal with a lack of interest, and have had to put my game out there, having others find a fatal bug and making a fool of myself.

I suppose what I'm trying to say is this: Your heart has to be in it. You gotta want to make that game, and keep working on it even when times are bad or you have no idea what to do next. Otherwise it's just not worth it.

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PostPosted: November 18th, 2010, 6:44 pm 
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I don't remember if I've told you this before, but there's nothing wrong with small projects. For example, there's nothing wrong with a short demo showing off a concept for what could be used in a full game. And these things let you get your ideas out without any long term commitment. I've done a few of these while I work on my larger project. I only regret that your large project may go unfinished. I was really looking forward to it.

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