Product Chat / Perfectionism > Fear of Failure > Procrastination

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lordjulian
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Posted: 23rd Jan 2016 19:06
When I see videos of GG games in the Showcase thread and elsewhere such as "My Bones", I think, "Oh, man! There's no way I can compete with that!". That's one reason why my game project is in neutral. The other reason is I'm waiting for the software to get up to speed.

Anyone else having this issue?
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Emrys
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Posted: 23rd Jan 2016 20:22 Edited at: 23rd Jan 2016 20:23
Don't worry about what other people are doing, Just enjoy what you're doing
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lordjulian
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Posted: 23rd Jan 2016 20:37
Cheers, buddy.
Julian
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HarryWever
3D Media Maker
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Posted: 23rd Jan 2016 23:28
Quote: "Just enjoy what you're doing "


well cheers for that.. and i have a load of fun with GG...

Harry
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Wolf
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Posted: 26th Jan 2016 12:40 Edited at: 26th Jan 2016 12:44
Err... my bones is alright I guess, didn't blow me away... but I know what you mean.

For me its mostly the huge amount of media I need to convert in order to get anywhere. And I know that not only will I have to make fitting shader maps but I will also have to retexture it. I like to call it being thorough and somewhat committed to your artwork but you could call it perfectionism

What helps me a lot is the community. Their reaction shows me when I'm going in the right direction and when I don't.

When it comes to fear of failure I can relate very well. I have released a few games throughout the years but I have cancelled many more. Sometimes I completed games only to have FPSC cancel them for me. This leaves a bitter taste having me fear that the work I put in Acythian might just result in pretty screenshots and a few minutes of youtube video rather than an actual game. I know Guru is not FPSC and I hope for the best but I don't know that it won't be like this.

That's what hinders me. Its so much work that I sometimes just can't bother with it and just watch a movie, read a book or play a game.



-Wolf
"When I contradict myself, I am telling the truth"
"absurdity has become necessity"
3com
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Posted: 26th Jan 2016 13:13
If you want to play in the big leagues, that level of perfectionism is almost a dogma a imprecindible component, the market's out there is very demanding, and the level of quality shown by the current games is very high, and get those levels such high quality demands to have some tools and means GameGuru can not offer yet, and this, this is what sometimes makes us feel powerless, first comes the anger and the disappointment after.

First of all we should be clear that we expect from GameGuru today, and stick to what is, work with what we have at hand, but above all be clear that our expectations are to be directly proportional to the tools at our disposal .

if we clear all this will minimize the risk of mental hypothermia.

And please do not forget perfectionism, that far from being a problem, is a virtue that should never lose.

3com
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Belidos
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Posted: 26th Jan 2016 13:23
I'll have to admit, this is part of the reason i have not started on a game yet. I've seen so many screen shots and videos in the WIP threads that have been overwhelmingly good, incorporating features i didn't even know you could do in GG by thinking outside the box and adapting scripts, something i know i haven't the slightest idea how to do myself, i can script basic stuff but that's as far as my skill goes.

Another thing that's delaying me is although there is a huge amount of amazing models available no one model encompasses my full vision of what i want, so i'm having to learn modelling to get exactly what i want.

So at the moment i am doing nothing but making models ready for when more basic features are released and i don't have to think so hard.
Emrys
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Posted: 26th Jan 2016 13:32 Edited at: 26th Jan 2016 22:37
Belidos wrote: "Another thing that's delaying me is although there is a huge amount of amazing models available no one model encompasses my full vision of what i want, so i'm having to learn modelling to get exactly what i want."


If you want something unique, its the only way to go and its a hell of a great journey, enjoy the ride
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science boy
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Posted: 26th Jan 2016 19:36 Edited at: 27th Jan 2016 18:39
I think that all the looks count for nothing if boring. Challenges are good and addictive fun joystick movement's are essential. Coordination through game pads are great. Remember fighting games. Tekken. Daley Thompson decathlon. Exploding fist. Zaxxon. Pacman. Etc etc. All addictive fun moreish. So I think jumping dodge shoot think run swim etc are more addictive than walk around a lot. So I think thought is needed . a bit daunting task making anything fun. as I am naff at code. But some jolly nice guys around here so I feel a good support system. Play to your strengths and work on weaknesses as best as can. I try and aim for indie game standards. Like grim rock and shroud of the avatar but not to their quality. I remember when i got oblivion. That was my dream since 8 or 9. I had an indianna Jones game designed age 11 for c64 then came tomb raider. I saw and played oblivion. I wanted to just give up for a while and again with grim rock. They did most of my ideas and what was un copyable graphics etc. I alost quit it especially as I had x10 creator. Not able to cut it. But then I thought if I aspirations to aim.for them games standards. I knew I had to improve my texturing and modelling etc. But gg gave me inspiration to be able to try and make a game like but different and my style. Remember mine craft ain't pretty.

i seem to of lost the plot here although i was falling asleep at the helm
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ShN33Ky
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Posted: 26th Jan 2016 23:39
I'm a very blue collar hard working guy.....Most people in my world even the most techy have no idea what the difference is between a dynamic and a static entity when there playing a video game on a console! I personally pretty much have no desire to play Games any more on my PS3 because of TGC and these tools and talented educators from these boards. For me it's just a great hobby creating something that's never been out there before and I get a great deal of satisfaction when ever someone download's my work just to check it out!. Not to say doing it right isn't important ......But also think along the lines that what you create does not always have to have a Plot,Beginning and an End.
I would suggest checking out some Bio's on Walt Disney......His whole outlook was to create content and tons of animators and artist created spectacular work that was never successful . Don't throw what you create today in the trash just because it's not working. Save it because a later concept mite come about and then all of a sudden everything lines up .....

cheers....good topic
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DVader
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Posted: 27th Jan 2016 04:26
I've seen games progress from very basic, to full blown almost cinematic quality. It can be difficult to see how you can compete. I started with 8 bit computers and by the time we got to Playstation I had given up trying to make games. I didn't even dream of making 3D until I came across a little program called Dark Basic. Since then I have realised it is not as hard as it looks to work with 3D (at least when most of the work has been done for you). At the time when 3D came into vogue I just thought, well that's it for me, I am not capable of the maths involved. Dark Basic was a revelation and is THE reason I continued coding and trying to make games. Yes, it wasn't as fast as I wanted, but it gave me something to work with ; up until this point I thought my games making days were over, leave it to the professionals I thought. Thankfully I found DB and got back into games making.

The tools you use will always limit your output quality wise, can't be helped. We just have to use what we have to the best of our ability to get our game made. I know how much work goes into making a game, it's one of the reasons I went for Reloaded (GG) in the first place. Making the process way less of a bind to get started. The problem is of course finishing one.

My advice is not to look at what has been made or is being made, that just leads to one conclusion - Stop now, I can't compete. If you enjoy it, carry on. I know I have enjoyed the creative process, even if I haven't actually made a game I can sell. I do it for the love of making something, I have long since stopped looking at what is around by other people. Don't make the mistake of giving up because of the quality you see, you won't get that quality without time and effort. We have to learn this stuff. There's no short cuts beyond buying GG to start with

I'll also add, most decent titles these days take a little more than a solo programmer. The days a programmer can make a game from scratch by themselves died at the end of the 8 bit era. Since then an actual artist has been pretty much needed. It's pretty difficult (and rare) to have all the skills needed to make a game solo these days. Back when I first got into computers it was the norm, now, any game made by one person is regarded as amazing (as long as it is any good of course).

If you enjoy it carry on. It's all about what you get from it. Unless of course you can make a viable seller, then it's a big bonus!


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Wolf
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Posted: 27th Jan 2016 17:55 Edited at: 27th Jan 2016 17:56
Fun is key! I'm always looking forward to an evening of quiet, music and development as much as I look forward to an exciting evening out. I started from a very young age as well and will probably not stop anytime soon

Quote: "It's pretty difficult (and rare) to have all the skills needed to make a game solo these days. "


Which is why the community, Guru (former FPSC) are so great!! We are all developing together.

Quote: "My advice is not to look at what has been made or is being made, that just leads to one conclusion - Stop now, I can't compete."


Allow me to disagree. You can always look up at what is being made and wonder how its done and maybe get inspiration for your own game.
Don't look at big games! Look at middleware , look at small studios. I got way more inspiration from titles like "The Precursors, Chaser, Alpha Prime, Solarix or Neuro" (the list goes on, I collect obscure videogames!) than any blockbuster. Why? Because something along these lines (with the exception of the cool precursors) is actually in the realms of possibilities. (Also: they often have more humanity and creativity than something like cod )



-Wolf
"When I contradict myself, I am telling the truth"
"absurdity has become necessity"
shivers
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Posted: 27th Jan 2016 22:48
hello
I think it's really very hard to make a game period let alone make a good game that people wan't to play. I'm waiting to see what game guru will be able to do in the future. I think that game guru has a good future if it can just get a lot of the basic creation tools out of the way. Really what most game makers need is a engine that gives you unlimited ability to make any idea possible and the ease of being able to make it possible with limited resources. And i feel that if lee and his team use there heads game guru could progress very fast with high quality results. But if they get side tracked on a lot of stuff that really don't make game making better than we may never see any of our ideas come to pass. Plus lee and his team should keep in mind the rival companies. Like it or not were competing with unreal and unity and they have a big head start so hopefully lee will consider this when he adds something to game guru. When you have games like fallout 4 and halo, cod, and a slue of others. Its very hard to have dreams of game making when big companies have a lot more people and resources than most of us. But I feel with a well made engine and some well made tools. It opens possibilities if you know what your doing . Not all great games are made with hundreds of people some of the biggest hits only had four or even one person working on them you just have to be able to make your idea possible. And hopefully game guru will be the tool to do just that.
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DVader
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Posted: 30th Jan 2016 17:34
@ Wolf. I only mean if you intend on emulating a AAA game. I just don't recommend trying to make GTA 5 or COD. As you say, best to look at more viable games. Take Shoppe Keep for example. An Indy game, perfectly feasible in GG. I actually suspected it might be made with it at one point

I also recently got Half Life 2 as I had never played it before and was amazed at how short most parts are between loading times. You could replicate something like that in GG fairly easy, although the load times might be a little long in comparison


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Teabone
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Posted: 31st Jan 2016 22:16 Edited at: 31st Jan 2016 23:31
I'm a bit of the opposite here. When I see great work being done it inspires me. When I see work that all looks the same, it leads me to believe not much can be achieved based on limitations.

Most AAA games that are not open world games are actually quite achievable in GG.

Games for the Xbox 360 like Metal of Honor, Terminator Salvation and Turok all have roughly the same size maps per level as GG. Each of them have only but a few enemies on screen at any given time as well. Each stage is strategically designed for optimizing on memory. So basically each of them use a checkpoint system. The player clears out an area then reaches a new check point within the map... then new enemies are spawned in.

So please dont be discouraged when comparing to even AAA games. Mind you these 3 examples are games that didnt receive good ratings but they are considered AAA and share the same size map as GG. Some of the stages in these games are not even a quarter of the size of the GG map max.
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