- Be intrigued by the idea you have for the project. If the idea doesn't intrigue you, then ditch it, or else you won't have enough motivation to pull it off.
-If you don't want to ditch it: Seems like a solid, origional idea but you just can't come to love it as your own child? Then add stuff to it until it starts to intrigue you. If it still can't intrigue you then propally best to think of another idea.
-Does it seem fun to play/is it useful. Like is it,
really.
I once had this idea of a game where a bunch of survivors are stranded on/in a closed space(like a boat, or a shelter in a zombie apocalypse), and they do dofferent actions at each turn. The player here just taps on a person and controls the emotions of how they view another person(with points they earned somehow), which would change thier reactions to that person. The premise there was to last as long as possible(until the last survivor died) without having conflicts due to jealousy, craziness, extreme anger at another person, etc and stuff like suicide due to depression of survivors...I liked the premise...though in prototyping soon realised that(at least the way
I made it )wasn't that fun to actually play.
- Screenshot of the prototype, I called the game "Three's a crowd"
- Screenshot_2021-04-30-08-14-39.png (166.01 KiB) Viewed 8106 times
- Why their all saying kak I don't know
- Screenshot_2021-04-30-08-14-56.png (141.58 KiB) Viewed 8106 times
-When it comes to changing systems, I say you push yourself to do it. I like that part of coding, it reminds me of demoliting buildings to make better ones
. Rip of this whole section then improve it, but the debugging to get it to work right might be frightening. Anyway, once you finish improving that bit you can just claim the exp. points
-leave netflix
-Use the Pokémon move foresight(?) and make sure you can handle everything that may come up in the project(mostly easily, but can be with difficulty, as long as it's possible).
-Imagine the idea as a finished/playable thing and move to that as motivation. I normally draw sketches of how I want final gameplay and concept art, not for planning completely, mostly for fun and motivation.
(When morivation fails all fails
, but more importantly, what the heck is morivation)
- This my
project didn't get completed for two main reasons:
1) I wasn't that intrigued by it
2) I wasn't capable( at least at the time) to do all the stuff there
(3, what,3?) The noise generation made the game run slow, kinda falls under 2
I'm still working on a game that I've been working on for the past 8(?) months and its near completion, just waiting for an opportunity to compile(but for now taking a break from lua to learn java with aide and libgdx)
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Edit: there's also
this .