Another reason why project fail - or worse - never raelly get from the ground
[*]Unsure how to put the idea in a game.
I have an idea in mind for a large project. But I have changed minds at least three times as to what kind of game it will be, and I'm still not sure. The concept is constantly changing before I even got to coding stuff. And now I have the engine down I might not even need it anymore because the concept changed again
. Well, that demotivates too.
(And I have no visualisation of how I want the game world to look, which doesn't really help now I need tilesets. And puzzles by the way)
Anyhow, motivation is a big one. It's also because one can get the game engine running very quickly
(that's the power of GM), but then everything around it has to be done: loading/saving mechanisms, graphics, detailing, effects, menus, help texts, settings, bugfixing... And however good GM may be, it won't make you a faster spriter...
The lack of a deadline is the bane of today's WIPs. With no deadline, people tend to lose focus and add random stuff, avoiding what actually needs to be done. I personally fall for this trap every time I start a project by myself, only adding additional elements without getting any closer to game completion. ...which is why I love the GMC jams - it forces me to finish the game in three days of the jam. I have a clear deadline I need to keep, and as such I set aside many of the ideas I want to test out and focus only on the best ones, developing them to their own complete games.
This is a good one too. I'm still
adding random meaningless fluff to The Room with the Four Faces while the original game is already released (even though I did fix some bugs in the process).
It's so bad that I have lying around 99% finished projects that only take a little bit of work to actually finish, however for some reason I go do other things instead.
I think what you need to finish a game is an idea you really love
. If you don't have that you can just as well not even start