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How often do YOU give up on projects?


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#81 Silver Scratch

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Posted 18 February 2012 - 10:03 PM

I seem to give up anything when I get to the stage where I have to make graphics - I hate animating, so I pretty much just end up making tools...

You took the words out of my mouth. 80% of making a game is the sprites. I tried to make a good game but the bad graphics make it look horrible. Also the bright colors and bad graphics. I end up making tools.
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#82 andotherisms

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Posted 22 February 2012 - 11:48 AM

Haven't abandoned my current project yet, but it's been retooled from a card game to a board game to an online card game to (now) a single-player database exploration game. Last year in cliff notes. I don't see myself changing another time though. The design document is done and it would be a spectacular waste of time to do nothing with it.

Quite a few in this thread seem to hit a wall during development for similar reasons, and have complementary complaints: "I'm assets guy, need coder", "don't tell me about it, I can only code and need assets". I can see no obvious solutions ;)
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#83 Benxamix2

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Posted 22 February 2012 - 04:02 PM

I used to give up in all my projects after 2 or 3 months.

But the actual I'm working on is going very well :)
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#84 icymx

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Posted 25 February 2012 - 12:07 AM

I think the problem with most of us (including me), is that we like to take on projects that are too big to manage. Most of my games start out as tiny little projects for a bit of fun, but the next day I can't stop thinking about them and I've already planned out the first million levels...

Then when I continue working on them I run into a problem and start to lose motivation, and eventually give up.
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#85 Docopoper

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Posted 25 February 2012 - 02:47 PM

Well, I managed to finish my Jam game. :P

It turns out that making nice looking abstract greyscale graphics is much easier than realistic graphics. (I also made a really convenient tiling engine, rain engine and level editor). Given the amount of tools I made to reduce the level design and graphical aspects of the game - I am so glad I had a specific time period to make the actual gameplay - otherwise I think I would have procrastinated to improve my tools. Posted Image I'm pretty happy with myself - I's been so long since I completed a game - and this one actually did fairly well in the jam. (20th out of 61). :)
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#86 adhgarra

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Posted 05 March 2012 - 01:59 AM

I actually have a cancelled games part on my gaming site. I give up mainly cause i lose interest or not enough fan support.
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#87 needsfoodbadly

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Posted 07 March 2012 - 06:28 PM

The problem is a lot of people have a tendency to announce a massive boatload of features they're game will include and a gajillion custom made graphics they're going to make or have this team of artists devote every waking minute they have creating for free of course and then none of that pans out.

Start simple, focus on gameplay/mechanics and use placeholder graphics if you need to.

Also, know the limitations, strengths and weaknesses of your platform.

There are some things which Game Maker excels at, platform style games, 2d arcade type stuff and there are things like the latest and greatest FPS game and like the greatest RPG ever which GM isn't quite so suited for.

I like to keep on my toes so, I'll switch platforms at the drop of a dime. I'll go from something GM or Construct to Unity to C/Java/Lua/etc. if it seems better suited.

With the wealth of resources available these days, it isn't that hard to learn another framework, engine or even programming language.

Edited by needsfoodbadly, 07 March 2012 - 07:23 PM.

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#88 Saijee

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Posted 07 March 2012 - 07:35 PM

Start simple, focus on gameplay/mechanics and use placeholder graphics if you need to.


I disagree. I feel much more motivated to work when I know that I have all the graphics already primed and ready to be properly implemented into the game.

I say make all the graphics first. That way, when you are working on the gameplay you won't have to worry about doing waiting on the graphics to have the actions that you want to look good.

When things look good, it feels good to see them shine. It can be sensationally motivating.
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#89 Debels

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Posted 07 March 2012 - 07:47 PM

The problem is a lot of people have a tendency to announce a massive boatload of features they're game will include and a gajillion custom made graphics they're going to make or have this team of artists devote every waking minute they have creating for free of course and then none of that pans out.

Start simple, focus on gameplay/mechanics and use placeholder graphics if you need to.

Also, know the limitations, strengths and weaknesses of your platform.

There are some things which Game Maker excels at, platform style games, 2d arcade type stuff and there are things like the latest and greatest FPS game and like the greatest RPG ever which GM isn't quite so suited for.

I like to keep on my toes so, I'll switch platforms at the drop of a dime. I'll go from something GM or Construct to Unity to C/Java/Lua/etc. if it seems better suited.

With the wealth of resources available these days, it isn't that hard to learn another framework, engine or even programming language.

GM is suited for an Epic RPG, another thing is that GM Developers don't take that time to make it and they don't announce there games on other websites and stuff, so GM is suited for Cool RPG games, now for a 3D First Person Shooter GM isn't there yet, but soon its going to upgrade there 3D to make it much better and suited for FPS and 3D games.

I invite you to see: Myriad Online, its an MMORPG being developed with GM, its currently on Closed Alpha and the game looks promising.
There's also another MMORPG being developed on GM, World Of Debels, its still WIP, but in some weeks or 2 months (i don't know the date yet) there going to release Private Alpha
Creators Of This Games:
Myriad Online: True Valhalla
World Of Debels: Debels

So please don't say the program (GM) isn't suited for cool RPG games, the thing is the people that use GM, don't make good things because they can't find Graphic's Designers for there games and they look "Novice Games" when the games are actually great in a lot of ways, but people just see graphics.

Hope this helped you rethink why you say it :)
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#90 needsfoodbadly

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Posted 08 March 2012 - 12:42 AM

So please don't say the program (GM) isn't suited for cool RPG games, the thing is the people that use GM, don't make good things because they can't find Graphic's Designers for there games and they look "Novice Games" when the games are actually great in a lot of ways, but people just see graphics.


I'm not saying you can't make super cool, awesome MMO/RPGs or anything you can think of with GM, just that personally I think there are better options, frameworks and programming languages better suited for it.

You just have to weigh whether you want to learn another language/engine/framework or whether you want to put more time into a GM project to make it work the way you want.

As far as focusing on graphics versus gameplay, to me it depends on the project. If you have a very art-heavy project like say an Adventure Game then you may want to focus heavily on the game art initially.

If your game's focus isn't on brain melting graphics then I think it's better to start with gameplay first, use some simple graphics and build up from there.
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#91 Debels

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Posted 08 March 2012 - 12:48 AM


So please don't say the program (GM) isn't suited for cool RPG games, the thing is the people that use GM, don't make good things because they can't find Graphic's Designers for there games and they look "Novice Games" when the games are actually great in a lot of ways, but people just see graphics.


I'm not saying you can't make super cool, awesome MMO/RPGs or anything you can think of with GM, just that personally I think there are better options, frameworks and programming languages better suited for it.

You just have to weigh whether you want to learn another language/engine/framework or whether you want to put more time into a GM project to make it work the way you want.

As far as focusing on graphics versus gameplay, to me it depends on the project. If you have a very art-heavy project like say an Adventure Game then you may want to focus heavily on the game art initially.

If your game's focus isn't on brain melting graphics then I think it's better to start with gameplay first, use some simple graphics and build up from there.

Oh, I see your point :thumbsup:
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#92 Saijee

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Posted 08 March 2012 - 01:17 AM

Wait a second, did Debels just advertise Debels?

Seeing as how you haven't given up on the project: Why not explain that?
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#93 ZombieWolfPath

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Posted 15 March 2012 - 02:24 AM

I've been working on a zombie game for awhile (like 2-3 months), that is until i lost hope...
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#94 True Valhalla

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Posted 15 March 2012 - 02:52 AM

Myriad Online is now 2 years into development, as of the 1st of this month :)
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#95 Saijee

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Posted 15 March 2012 - 05:03 AM

Myriad Online is now 2 years into development, as of the 1st of this month :)

Difference has been in the works since November 2007. And I'm feeling lucky this year!
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#96 Debels

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Posted 15 March 2012 - 07:53 PM

Wait a second, did Debels just advertise Debels?

Seeing as how you haven't given up on the project: Why not explain that?

What do you want me to explain???
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#97 Saijee

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Posted 15 March 2012 - 09:27 PM

What compels you to continue working on your project? It's the opposite of giving up. I feel it has some relevance to the topic.
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#98 Debels

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Posted 15 March 2012 - 09:45 PM

What compels you to continue working on your project? It's the opposite of giving up. I feel it has some relevance to the topic.

Well, I try to make this i like example: MMORPG and Website's
I try to get some interest on the project from other people so i know people like it.
Those are the 2 things that make me keep working on WoD and My Website Current WIP Website

Those 2 things don't see like much, but it helps you stay with the same project
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