It's that time again! That's right, it's that time of year when I conjure the motivation to start working on one of my unfinished projects amongst the legions of others.
This is when I began to question why I continuously lose motivation for the projects that I work on. Why? Lack of interest, right? It seems to me that a lot of people tend to bail out as soon as the core engine of their game is made. (This is evident in roguelikes moreso than other games ;))
Obviously, the more time that you put into your game, the more more 'depth' that the game will have. Therefore, it's not possible to make a really indepth game in a short amount of time. There's no way around putting a lot of work into the game. That's what so many of the well-known roguelikes took the better part of several years to create.
I think that game features are where most people get stuck. As I said above, a lot of people leave their projects once the core engine is done. No bells or whistles, just a nice foundation that is screaming out to be built upon. Perhaps this is the (read: my) problem. A nicely-trimmed engine with a huge daunting amount of space for expansion that will fill up the game. (Note: when I say 'game features' I'm referring to all of the additions to the game that are seperate from the core engine)
I've been blabbing on a lot about nothing, so I'll try to get to the meat of this topic, which I wasn't particularly sure of from the start. Perhaps I'm just in a rambling mood, hoping that somebody gets something out of this. ;)
When you -- assuming you are a developer -- work on your game(s), what order do you go about doing things? Do you write the game engine out in its entirity then plug in the game features, or do you add stuff in as you go along? If you have better luck with getting motivation than me, I'd like to ask how you stay on your project, and not waver onto an idea that's appealing 'at the moment'.
I look forward to hearing your secrets. :)
Feb 8 2004, 7:39 pm