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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)CreativeYour biggest obstacle to create a game?
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Author Topic: Your biggest obstacle to create a game?  (Read 79247 times)
ஒழுக்கின்மை (Paul Eres)
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« Reply #40 on: March 26, 2009, 10:48:33 PM »

Quote
Plato or Nietzsche and the average human... is greater than the gap between that chimpanzee and the average human. The realm of the real spirit, the true artist, the saint, the philosopher, is rarely achieved.

I'm not sure that's true. I think we tend to overestimate the differences between individual humans because we spend so much time with them. But from the standpoint of another species, differences within that species are smaller than they appear from the inside. There's that quote that Dr. Manhattan said in Watchman, something like the world's smartest man is no more a rival to him than the world's smartest termite.
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sereneworx
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What a terrific duvet!


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« Reply #41 on: March 26, 2009, 11:18:52 PM »

The internet.

Sad
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Hideous
That's cool.
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3D models are the best


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« Reply #42 on: March 26, 2009, 11:42:00 PM »

INSPIRATION

I almost never get good game ideas.
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Aik
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« Reply #43 on: March 26, 2009, 11:58:22 PM »

Running out of steam. Everything's bright and rosy until the first hurdle which sucks up far more time than it really should, and enthusiasm dies horribly after that.
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gunswordfist
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« Reply #44 on: March 27, 2009, 09:23:47 AM »

INSPIRATION

I almost never get good game ideas.
I have almost too many good ideas for games but I SERIOUSLY lack inspiration.
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ஒழுக்கின்மை (Paul Eres)
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« Reply #45 on: March 27, 2009, 10:29:53 AM »

I think the word you're looking for is perspiration. Smiley
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brog
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« Reply #46 on: March 27, 2009, 11:23:42 AM »

I'm hijacking the thread!  The biggest things that have helped me make progress in making a game recently are:

1) not having an internet connection at home
2) long commutes on the train

You could take them as negatives, but they've lead to a lot more time being spent writing code and debugging.
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konjak
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« Reply #47 on: March 27, 2009, 11:29:13 AM »

My biggest obstacle is starting to make the main engine before finally getting to make finished content like levels.
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siiseli
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« Reply #48 on: March 27, 2009, 02:28:40 PM »

The fact that I can't find a fucking graphician. Fuck.
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genericuser
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« Reply #49 on: March 27, 2009, 02:42:55 PM »

My biggest obstacle is that I can't seem to complete games; I just create lots of small gameplay prototype thingies.

The competitions on here do help, though.
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AaronAardvark
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« Reply #50 on: March 27, 2009, 03:08:59 PM »

Increasingly Tigsource is becoming my biggest obstacle to creating a game.
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Crackerblocks
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« Reply #51 on: March 27, 2009, 03:20:59 PM »

Tig compos sure help. It seems arbitrary, but having some dude say "ok we're all going to make cockpit games for the next month. go!", really helps eliminate some blockage.

My main block being: ruminating over ideas and design on paper forever and getting bored, or getting a new idea, before committing to write any lines of code.
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Melly
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This is how being from "da hood" is like, right?


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« Reply #52 on: March 27, 2009, 03:36:05 PM »

Being a lazy bastard.
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Chris Z
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« Reply #53 on: March 27, 2009, 03:39:51 PM »

My biggest obstacle is starting to make the main engine before finally getting to make finished content like levels.

I used to have this problem, I wanted to make these mega engines before actually working on any games and would lose interest every time.  When I started my C# engine when XNA came out, I instead took an incremental approach and only worked on features I knew I needed right away while working on a small game or prototype.  You can still have features designed or in mind this way.  With every project I've added on to it and while you end up tweaking or changing infrastructure as you converge on the best general approach, you stay motivated since you always have visual results to show for your work.  While working on my cockpit compo entry these last 2 weeks I've added a nice amount of functionality to my codebase.

Anyway, as for me I tend to slow down once the core gameplay and the majority of the art is done.  That final 10-20% of the project.  What I've done recently is when I feel I've reached that point I make a to-do list with very specific tasks and prioritize them.  It helps me stay focused and not waste time on the intarwebs.  It also gives you a clear view of the finish line, which is motivatation in and of itself.
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Fifth
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« Reply #54 on: March 27, 2009, 04:09:58 PM »

For me, I'll work away at something until I pass some significant challenge, and create a little bit that I'm proud of, like a nicely-working engine or some logic-heavy enemy or game mechanic.  Then I'll play around with it for a while and bask in the feeling of accomplishment and lose the steam necessary to tackle the next big challenge, or the next set of tedious little steps.

That, and graphics.  Things like tilesets always stump me for way too long.  Not the act of making them so much as figuring out how to chop them up in such a way that I can get a lot of variety without too much trouble when making levels.

And other graphics, too.  I just can't wrap my head around graphics...
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astrospoon
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« Reply #55 on: March 27, 2009, 05:41:55 PM »

My biggest obstacle is starting to make the main engine before finally getting to make finished content like levels.

This.

I can't stand the grunt work at the start, but I can fly along nicely once I am actually producing content. Come to think of it... Joakim-- aren't you an MMF2 user as well? We should share engines so we can both do less of that and more of game content and art. Smiley I don't know how many custom platform engines I have made in MMF2, but it is x-1 too many.
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Halcyon
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« Reply #56 on: March 27, 2009, 06:01:26 PM »

A few things hold me back, the main one is lack of skill, and then being too lazy to acquire that skill.
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moi
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« Reply #57 on: March 27, 2009, 06:23:37 PM »

I love creating engines too much and I get bored when it comes to creating the content Shrug
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ஒழுக்கின்மை (Paul Eres)
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« Reply #58 on: March 27, 2009, 06:38:34 PM »

I've the opposite problem, I hate making engines but love making content.
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konjak
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« Reply #59 on: March 28, 2009, 03:32:22 AM »

This.

I can't stand the grunt work at the start, but I can fly along nicely once I am actually producing content. Come to think of it... Joakim-- aren't you an MMF2 user as well? We should share engines so we can both do less of that and more of game content and art. Smiley I don't know how many custom platform engines I have made in MMF2, but it is x-1 too many.

Construct now...  Smiley
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