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Finishing my first game while working full-time

jasont.co

131–140 of 198 posts

Re: Finishing my first game while working full-time

#131
post #95

Earlier quoted context omitted.

This book Finish by Jon Acuff is a great book on practicing finishing. He also has Start for the very opposite. https://www.amazon.com/Finish-Give-Yourself-Gift-Done/dp/052...

I've ironically only read about half of Finish

Funniest comment I've read in a while :)

Re: Finishing my first game while working full-time

#132
post #14

Game jams are a great motivator. I need hard deadlines. I recently did this [1] for a game jam, over one sleepless week. It's pretty unfinished but submitting something felt good. (Source: [2]) [1] https://www.youtube.com/watch?v=BX6AZNWuI5Q [2] https://github.com/mpersano/generic-rhythm-game/

I also found that hard deadlines work. The closer they are, the better they are. Yesterday I spent just one hour to review my computer architecture mid-term. I totally forgot about the date and thought I'm going to bomb it. Eventually I did a very quick efficient review and felt very good about it. The thing is, as you said, and as my Physics teacher said 20 years ago, that I really need to be pushed HARD to be effic…

I've found this leads to burnout if the deadline is too far out or if the deadline keeps getting pushed forward.

The antidote is to have no deadlines, and take the time to enjoy doing things right.

Re: Finishing my first game while working full-time

#133

Earlier quoted context omitted.

> I'd push hard at work for 9 hours a day, eat, then push hard on the side project for 8-9 hours a day, sleep, wake up, and just keep going. One day a week maybe I'd just sleep. No wonder you feel like hell, where is time for people, leisure, exercising and all the other activities that will help you move faster by feeling better? The true optimization for becoming a more efficient person is to do less of the thing y…

This has been my line of thought for a while. You spend a minimum of 8 hours working, and ideally you get 6-8 hours of sleep. Let’s say you have a couple more daily responsibilities that take 2-4 (could be commute, cleaning, some other maintenance). There’s almost no time to do anything, and some of the hours you have left may be at non-prime times of the day. > The true optimization for becoming a more efficient per…

In my experience, sacrificing sleep is extremely counter productive. You could probably cut out 1 to 2 hours of work, get 8 hours of sleep a night and be just as effective at your job as you would have been getting 6 hours of sleep a night.

Re: Finishing my first game while working full-time

#134
Scope! You must define the scope of the game from the beginning, and it'll often be the case that your goals far exceed the practical limits of what you can code.

This is OK, as long as you know you're dreaming too big, but then you need MVGs, minimal pieces of the project that are playable games. If you need a giant world just to get started playing, you'll not get started playing.

Re: Finishing my first game while working full-time

#135
post #42

Good tips... but in reality if you're working full-time (especially in a software related role), you may find yourself depleted before you get to the keyboard. It took us 5 years to finish our game (everyone started from 0 knowledge on how to make games, so it was a rocky road), and for the last 1.5-2 years my life was absolute hell. I'd push hard at work for 9 hours a day, eat, then push hard on the side project for…

Yeah, this is my issue. After a long day of (sometimes pointless) software dev, strapping in for more is draining. So as a contrast, I design board games (not digital) as my hobby. It is very analog and tactile and so energizing partially from just being a nice change of pace. Your advice to start small is spot on though. I would even say one of the best first things to do is start by making a game mod. You don't hav…

Fair warning, game mods can take over your life too. Though I'd agree they can be easier and often can build on the community of the game your modding.

Another risk with mods is the game owner can shut you down at any moment, if public. I'll probably never do another mod or reuse someone else's IP for anything beyond very small prototypes. There are just so many tools now that you shouldn't have to.

(Star Wars Quake 1997-2002)

Re: Finishing my first game while working full-time

#136

Good tips... but in reality if you're working full-time (especially in a software related role), you may find yourself depleted before you get to the keyboard. It took us 5 years to finish our game (everyone started from 0 knowledge on how to make games, so it was a rocky road), and for the last 1.5-2 years my life was absolute hell. I'd push hard at work for 9 hours a day, eat, then push hard on the side project for…

I work 1 hour a day on my personal projects. It’s slow going but I make steady progress. I read about someone doing it 10 plus years ago and I’ve stuck with it. Of course I miss someday, but I try and get at least my 1 hour a day.

Re: Finishing my first game while working full-time

#137
The hardest thing for me is art. Music too, but in theory you can go without that.

And it's not just "ok, then find free art online" because you also have to be able to do art in code to, e.g. let players customize their character, etc.

I'm sure there are ways to reduce this, but making a game is a lot of work.

Re: Finishing my first game while working full-time

#138
post #23

Earlier quoted context omitted.

What I learned from other people who have success in their side projects is to choose a workplace that allows you to do a sub 40 hour work week. Of course you would have to live a tad more simply than your standard upper-middle class software guy.

I specifically started doing photography so I could do game development in the off-season. It turns out it’s hard to completely drop projects in the spring/summer and pick them up in the winter. I’d love to keep pecking at them over the photography season but I have a hell of a hard time getting anything done when I can only dedicate an hour or so an evening to it.

I feel like the value for you there is to incrementally add a little bit and keep your project fresh in your mind.

Re: Finishing my first game while working full-time

#139
post #85

Earlier quoted context omitted.

If you’re salaried, there’s no such thing as company time, so that’s not a meaningful distinction.

If you are doing it in a company office, using company property, during hours the company expects you to be working, do not expect to use "well, I'm salaried, so it doesn't matter" as a legal defense and win.

What if you did most of your project outside the company, but only very small parts of it on company property? Can they still claim complete ownership?

Re: Finishing my first game while working full-time

#140
post #46
post #14

Game jams are a great motivator. I need hard deadlines. I recently did this [1] for a game jam, over one sleepless week. It's pretty unfinished but submitting something felt good. (Source: [2]) [1] https://www.youtube.com/watch?v=BX6AZNWuI5Q [2] https://github.com/mpersano/generic-rhythm-game/

Maybe instead of a "jam" format to motivate indies, do a "game race" instead? Points for timeliness. Bias toward micro-games. Organized around theme or asset for creativity constraint ;)

Agreed. I'm thinking about attending one of those jams. I like tight or even unreasonable deadlines. Ordinary jobs don't give people this kind of deadlines (or if it is the compensation might be shitty).

One thing I need to learn is to create pixel Sprites quickly. Maybe there is even a way to programmatically generate some template Sprites.

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