Completely Lost, Don't know what to do.

Can’t quote, because this Threshold is absolutely rediculous…

First off, I’d like to say thank you.

Every post that I have seen by you on this forum has been full of information, regardless of the subject.

Secondly, thanks again.
The information provided here is clearly part of my problem, I’ll scrap and rewrite, over and over, and over again, before just tossing it to the side and starting something new. I need to find a project to stick with.

Story shmory! I just like to blow stuff up. We think of a one-paragraph story after we’ve made the game! It’s not like we’re writing novels here.

Cas :slight_smile:

i’ve been trying to learn game developing for almost 4 years now and i have made a lot of unfinished prototypes, during that time i learned that the most difficult thing in game creation is actually finishing a project,no matter how simple it is, finishing your game is the hardest part in the whole process.
Every time i start a new project i feel REALLY afraid from falling again in the “awesome-game-trap”, am sure that you all know what am talking about, it’s that moment when you start imagining all sort of amazing things to have in your game but never being able to do any of them and in the end you give up and put all the blame on your skills; the tool you are using or the programming language you are coding with {it really sucks}.

Thje other “awesome game” problem is that long running projects have less chance to be completed than shorter ones, juts becuase live brings too many unexpected changes over time, and even if you stay motivated, there might be changes like a new job, family troubles, natural desasters and other which make completing such a project difficult.

I once concluded that I’ll only do games which I can finish in 6 or 8 weeks, but non of my projects actually fit into that timeframe. But I still think the idea is good, to focus on smaller projects which can be finished in a short timeframe.

As has been stated, a good way is to make a port/demake/fangame.

I’m doing a DooM fangame precisely because when I get to design my own content, I get lost in the details and never get anywhere.

Also, I’m developing the game partially as a framework I can build new stuff on top of later on.

This also made me realize a “trick” of sorts: Once you decide on certain engine specs, it can become somewhat easier to design content to fit them.

For example, my game is to be a top-down shooter, so I’m already thinking of story concepts to develop afterwards using that same engine. Having certain limitations does help the creative process, or else you get lost in the “wouldn’t it be cool if…” thought process.