Kind of inspired by the obstacles thread, but sorry if this is in the wrong sub-forum
My general stance is to try and salvage a good idea and scale back as much as I can while still retaining the original spirit of what I wanted. Here's an example:
I graduated a game course this year, armed with C++ and OpenGL knowledge but no real portfolio pieces. I'm trying a couple of ideas out for my first real "go" at a full workable game, one is a basic breakout style arcade game that I'm putting on the back-burner for now, and another is a spaceship combat game that I plan to include some complicated damage mechanics in.
I was inspired by Star Trek: Wrath of Khan and the newer Star Trek Enterprise series and I noticed that combat damage to starships was something a lot of games glossed over or barely acknowledged. So I planned on making a game where the player ship has a reactor that can be targeted, relays and components that can blow out due to hits, components and cargo that can be stolen by boarding parties (or even beamed out if the shields drop!) and internal fires and radiation leaks that must be combatted.
Obviously, this is all stuff I'll work on as time goes by, but when I realised I had basically forgotten all the advanced graphics programming stuff I had learned, I suddenly found myself trying to shoehorn my fancy-shmancy ideas into a more limited setting, such as making it strictly 2D, sprite based etc.
Not only that, but trying to fit all the above damage mechanics into the game plan, coming up with classes, combat rules and damage effects suddenly seemed to overwhelm me. I was at a point where I was deciding to ditch the idea and it felt horrible because it was something I really wanted to try.
I'm now working on trying the idea out in Ogre3D, and I feel a lot more confident now that I no longer have to worry about the truly bare-bones graphics engine coding and such like. I've also canned a lot of the more exotic ideas in favour of getting classes, components, equipment and such like designed and then figure out the interactions later, once the stuff I want to work with is already in place.
When some obstacle, such as lack of knowledge or an idea is seemingly too vast for you to try, do you give up and try something else, or do you modify your plan? Do you move onto something you feel more confident about, or try and work around your existing ones?
I can already see a dozen or so obstacles in my path: I have no musical or sound editing skills and no artistic skill so I can anticipate some materials I'll be lacking later when I need to start seeing things in action, but I feel I can conquer them when I arrive at those issues.
How do you cope with obstacles?