ID:182568
 
I've been developing my game for a while now. Probably six months; maybe more. The core is pretty much finished. One little system (which is based on one I already have finished) left to complete, but I'm running out of steam.

Once this last system is finished, its time to add all the little bits that make a game a game. Adding four dozen sets of clothing/armour. Adding a score of weapons. Thirty-odd ship types. One hundred Quests. E.t.c. The boring bits really.

How do you find the motivation to push through the last dregs of developing? I really want to see players running about in my game, giggling away as the NPC in the Inn falls over drunk rambling about a kitten-sized oven, but I can't find the push to get me up to that stage.

Any tips?
Start with a small area and a few ship types, a few weapons, and so on. Make the game hard enough that the players won't just blow through them really easily - that takes a little balance and playtesting.

Then you'll get the joy of pleasing your regular players, and over the next months (or years!) you will be more motivated to add new things for them, which of course will expand the size of the game and add interest for new players as well.

Just don't try to do it all at once. Remember, this isn't a boxed game, you don't need to ship the whole thing off to Best Buy, so start small and expand according to the feedback of your players.
In response to PirateHead (#1)
PirateHead wrote:
Remember, this isn't a boxed game, you don't need to ship the whole thing off to Best Buy, so start small and expand according to the feedback of your players.

You've probably just saved me from a whole heap of impending stress.
Ease wrote:
Once this last system is finished, its time to add all the little bits that make a game a game. Adding four dozen sets of clothing/armour. Adding a score of weapons. Thirty-odd ship types. One hundred Quests. E.t.c. The boring bits really.

Zounds! I wish I had to programme those "boring bits". It would mean that I had finally become a game developer. I'm still struggling with the beginning. I think my problem lies in my planning, or lack thereof. I'll discover what's wrong with me eventually!
In response to Silicon Viking (#3)
Perhaps you could offer to be a content creator for somebody like Ease? It might help him to have somebody new and excited about the possibilities, whereas he has already been working on the project and is not so fresh.
In response to PirateHead (#4)
Perhaps... I think I need to get some experience before I start helping others with their projects, even if it's just creating content.
In response to PirateHead (#1)
Thanks man, that's some great advice. I will try to follow it!

~Ease~
1. Playing properly themed background music tends to motivate me into working on something.

2. Get help. If you're down to building resources, recruit some content creators. Personally, I LOVE building content for games without having to touch the game engine. This also worked out well in Racing Game as an example. Theodis created the engine and I created most of the content. I didn't have to fiddle with mathematical insanity and he didn't have to get his hands dirty building cars and tracks. We both got to do something we liked.