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WHAT CAUSES US TO STOP MAKING OUR PROJECTS?

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Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Luchino
I feel like I suffer from imposter syndrome. I find myself hating my earlier works despite it being well-received, and always wonder why people kick up a fuss about my maps when its one of the easiest things/skills to master in RPGMaker.


It only seems easy because you're good at it and have had a lot of practice. Always remember that you have worked hard to get to where you are! It's probably hard to tell, because it's been so gradual, but you are always better than you were before (the fact that you hate earlier works shows that you've improved enough to tell what's wrong!) and you will be even better later.

As for comparing oneself to other people:
unity
You're magical to me.
12540
That comic is great, Sooz! ^_^ It really illustrates the fact that as artists/creators, we really shouldn't always be trying to compare ourselves to others (unless that has positive results for you, like inspiring you to do better).

As for the question at hand, I try not to abandon projects, but unfortunately, it happens some times. If the project has stopped being fun and the end's no where in sight, sometimes it can be just plain better for you to abandon the current project.

Nowadays I try to keep this in mind when I start new projects, and ask myself "How long will this most likely take? Does it need to be that long? Will I still have enthusiasm for the project after that much time?" Of course, it's hard to accurately guess all of this, but I find having it in mind makes the project go a lot smoother with less chance of abandonment down the line. ^_^
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=Sooz
As for comparing oneself to other people:


I like this.
Ratty524
The 524 is for 524 Stone Crabs
12986
author=Sooz
As for comparing oneself to other people:

Sooz you slay me.

It's something I have to get over myself, especially with my artwork.

Anyway, am I the only person here who stopped working on a project because they forgot about it? I apparently was developing a horror game in VX a long time ago, then I think I got involved in some event for another game and when I saw it in my folder, I was like "woah what the hell is this!? I made this!?"

... Then I realized that project kind of sucks and I just abandoned it. :P
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Uh just to be clear, that is not my comic. I got it from tumblr and thus can't be sure of proper attribution. orz

ETA:
author=Ratty524
I apparently was developing a horror game in VX a long time ago, then I think I got involved in some event for another game and when I saw it in my folder, I was like "woah what the hell is this!? I made this!?"

... Then I realized that project kind of sucks and I just abandoned it. :P

NO NO NO THIS IS ALL WRONG what happens is you start playing it and then spoopy things happen and probably a bunch of hyperrealistic blood and guts and then a monster comes and kills you. God, you guys just don't know how to write creepypasta!

author=Ratty524
author=Sooz
As for comparing oneself to other people:
Sooz you slay me.

It's something I have to get over myself, especially with my artwork.

Anyway, am I the only person here who stopped working on a project because they forgot about it? I apparently was developing a horror game in VX a long time ago, then I think I got involved in some event for another game and when I saw it in my folder, I was like "woah what the hell is this!? I made this!?"

... Then I realized that project kind of sucks and I just abandoned it. :P




I had the same thing going for a horror project at one point and had a fleshed out story and everything, I even had a guy willing to do a soundtrack to it, and then I got so caught up in everything I forgot to even email the guy doing the soundtrack. It didn't help that I had completely forgotten the password and username to that account. So I dropped that completely.



I don't know about anyone else, but I find working in teams helps quite a bit for me, it eases a lot of the overwhelming stuff, I like having multiple people who are good at different things handle that, then just take it all in at once. The Smbx events are my favorite projects to work on, though I only got to participate in one due to time restraints. I really hope Halibabica gets a new one going, I'm really pumped to make new levels. Also the fact that its been almost 3 years since the last one came out.........Yeah let that sink in.
I was in RMN 3!! I didn't know that made another one after that!!
Isrieri
"My father told me this would happen."
6155
I think I've never finished any projects because I've never really started working on them. Its all development hell before any actually works gets done.

Like, if I knew exactly what I wanted for the game; all the plot points, enemy stat layouts, item tables, dialogue, artwork and sprites, mapping, and mechanics written down, I'd basically be set. Then its just a matter of actually putting it together into a game and doing the coding. THAT part is not the hard part. That just takes dedication and time. The hard part is eliminating any instances of going into the editor and playing with it in extended brainstorming sessions, instead of working on your game.

And for me, the major major obstacle is the artwork and spriting. I can do the rest, but that's always what stops me. If your game doesn't look nice no one's going to want to play it.

Which may seem rather pessimistic, but when your one screenshot is of green grass tiles and endless blank blue skies with a 32x32 spikey haired head no one is going to play that. Its just facts.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Isrieri
I think I've never finished any projects because I've never really started working on them. Its all development hell before any actually works gets done.

Like, if I knew exactly what I wanted for the game; all the plot points, enemy stat layouts, item tables, dialogue, artwork and sprites, mapping, and mechanics written down, I'd basically be set. Then its just a matter of actually putting it together into a game and doing the coding. THAT part is not the hard part. That just takes dedication and time. The hard part is eliminating any instances of going into the editor and playing with it in extended brainstorming sessions, instead of working on your game.


In cases like that, it's best to have a basic outline of what you need (and especially to know the ending), and then just go by the seat of your pants. You can always go back and tweak or revise later, just get something done.
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