wow...you couldnt have said it better, I didnt know it was that way for other people too hehe i too code professionaly (not games though either), and when i started (i was a hobby coder for a long time before i was a pro coder) a big difference i noticed was i couldn't just stop when i got an idea working, that last 5-10% or so of spit and polish really is a pain in the ass :P my boss gave me good advice though... he said if you work on something a little bit consistantly you'll be amazed how quickly you get there. If you have "no time", if you still do something like work on your code for 30 mins a day or even 30 mins a week but just keep to the routine, before you know it you will have alot more done than you thought possible. just reinforcing what you said so well ----- Original Message ----- From: "David Olofson" <david@xxxxxxxxxxx> To: <gameprogrammer@xxxxxxxxxxxxx> Sent: Tuesday, March 01, 2005 11:50 AM Subject: [gameprogrammer] Re: Current game projects... > On Tuesday 01 March 2005 20.21, Alan Wolfe wrote: > [...] > > I think I wish I had something complete enough to classify as a game > > instead of practice of techniques hehe > > Speaking of which, why does this happen? Of course, you're not going > to get any games done before you've mastered your tools to some > extent - but then what? After learning all we need and then some, we > still have this growing heap of dead, half-finished projects... > > Of course, some were just bad ideas, or the code/design was FUBAR or > something. One may just as well make a note about how not to do > things, and move on. > > At least in my case, there's another reason: It's more fun to play > around and try new stuff than to focus on rolling out finished > products. Once you have a "finished" product, the hack value > diminishes (nothing interesting left to do, since it's supposed to be > *finished*), you'll have to maintain it (mostly boring work) - and > when you're there, you have to figure out something new to hack and > start over. > > Not sure what to do about that... After all, the primary motivation > driving most spare time game developers is probably the hacking > itself and/or that feeling when you finally have little objects > moving around and doing (more or less) sensible stuff in some kind of > virtual world. Once you reach the level where you go "Yeah, it works! > I can do this." some of that motivation goes away. What remains to do > to get a real product is mostly design, tuning and debugging. More of > the same old stuff, basically. > > I can tell you one thing from experience, though: Leaving an > unfinished project alone for too long certainly does not help it's > chances of ever being finished... It's like the code goes old and > grumpy and starts to resist hacking. :-D > > > //David Olofson - Programmer, Composer, Open Source Advocate > > .- Audiality -----------------------------------------------. > | Free/Open Source audio engine for games and multimedia. | > | MIDI, modular synthesis, real time effects, scripting,... | > `-----------------------------------> http://audiality.org -' > --- http://olofson.net --- http://www.reologica.se --- > > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html