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Why projects fail.
There are so many people out there who say, "I'm gonna make a game, dammit!"
Less than one percent make it to a demo, even less to a full game. It's probably only in the hundreds. Now, I want to hear what you guys think on the topic. In my opinion it's over optimism. People want this awesome game better than the latest squenix release. That leads them to ultimate failure. I think it's the projects whose developers manage their resources and time realistically who actually succeed. What are your thoughts? |
Lack of time has scuppered a couple for me, and a drop in confidence has often done it - I start with a super-fantastic idea, start building, and a few days later I lose confidence... and the optimism, I guess: "Fook me, this is far too big for me. Bugger it for a lark".
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The main reason my projects fail is because I realize about a week in that all I've done is a large portion of graphics, and that I have no other skills save writing and a little scripting. And all my ideas involve completely custom graphics. XD
I also don't want to work with a team so I'm pretty much screwed. I'm planning on learning more scripting this year and actually sticking with a project instead of going on to another one. |
i think its cause people get bored, or overwhelmed. but thats just me.
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I just suffer from short attention span.
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I'm easily distracted by games that already exist.
I do think I may have come across the project I'm meant to see through to the end, though. Just have to find some tech-savvy persons to actually design it. |
I think that all of the reasons posted above put together state why none of them ever get done.
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Either that or the person creating it isn’t very good at it, like me for instance. I have a comical fantasy story, but no tools to create it. I started working on it, but it gets to the point where I eventually become tired with all the switches and I still haven’t spent the time to figure out variables (very important for certain scripts).
Yet, with the new game my brother and I are working on, I promise you, it’s not that, “We’re going making a game,” thing. It will be done, or I’ll pull my hair out! I haven’t finished a game before, so I would dishonor myself if I didn’t complete it. |
well props to you for even trying to start
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You meant, “What prompts you from trying to start?” or possibly what I would have said, “What is the initial jump that begets the construction?”
It all boils down to the ideal, and it’s so fantastic that the creator forgets about reality and time management to finish the project. |
I think she meant, "well props to you for even trying to start"
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yea. as in like, good job?
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The way you present your words does not make any sense at all. I will say nothing more, and I will nod my head as if I understand.
… … *Nod* |
Well i will try to explain it.. Props is basically a word used to say "Congratulations to you for doing something"...
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yea. i dont get how you dont get it.
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I don't get how you don't get how he doesn't get it.
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shut up please
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Props is slang, and I disregard that kind of language since it sounds so utterly stupid.
That’s why I will simply nod. |
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Not another one of those. |
yea SRSLY
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If you don't embrace some slang, or even know what some of it means, you will be isolated from the world of the comman man via miscommunication.
You aren't too good for a five letter word. I wouldn't blame you if it was something akin to, "yo mah nigga, fo shizzlin props 2 u" She just said props. It means~ "proper respect; "I have to give my props to the governor for the way he handled the problem"" . One could assume it means something complementary through using common sense. |
I think, we should all use as much slang as humanly possible startinggggggggggggggggggggggggg NOW
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Another reason why projects fail - people get too easily distracted and go off on tangents.
Hint? |
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You both just ignored Lenny's warning. I guess you didn't catch the hint.
---------------------- Anyway, I found this very interesting. http://www.wayofthepixel.net/pixelat...hp?topic=328.0 |
I didnt find that intersting at all
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XD
I thought it was kind of cool hearing some advice from people experienced in the game industry specifically for the ears of people aspiring to one day be a part of a development team. |
Oh. Now i get what he was saying! Thank you for the reality check.
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You know what?; my Random RTP Adventure, should be done by now, but we accidentally dropped, and broke the device that held the story on it. There is one more backup, but is lost. I really need to find it, or this is just going to prove that another project has failed...:(
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Another thing that I found was that it became a bit overwhelming trying to do everything alone. Doing all the coding(events, special systems,etc), designing of levels, writing the story(and maintaining an interesting story with twists,etc) and developing the characters can be hard to do. It takes a lot of patience and time, that a lot of people have a hard time with.
I can say, I have started 3-4 games, gotten about 30minutes to 2hours of play time and just lost it. Found I wasn't developing the story good enough, that it was becoming weak compared to how it started or I just couldn't think of something new and creative to do. Then levels, after a while they just started becoming near copy+pastes of each other. It is a very difficult process to go through, especially alone. |
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