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- Lemma-Class Veteran
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Extra: You can plan the journey ahead during pre-production, create a blueprint (GDD) and production schedule for the visual novel, talk to the team, it will make journey ahead easier than improvises whole way through without clear destination.
- Lemma-Class Veteran
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I also follow a lot of different artists on social media. Looking at their beautiful art inspires me.
Do a little bit of game development work every day. Write checklists that have small, manageable objectives (instead of writing "finish the game," write, "finish the protagonist's sprite by Monday," etc.). I use the productivity app Habitica to track my goals and completed tasks (it's satisfying and motivating to see how much I've done so far).
Also, taking a step back and taking a break between projects (meaning: You take a break right after finishing project A, before you start project B) may help:
"One reason that people have artist’s block is that they do not respect the law of dormancy in nature. Trees don’t produce fruit all year long, constantly. They have a point where they go dormant. And when you are in a dormant period creatively, if you can arrange your life to do the technical tasks that don’t take creativity, you are essentially preparing for the spring when it will all blossom again."
- Marshall Vandruff
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But also, if I find myself struggling to work on something, I ask why. Maybe it's a bad idea. Maybe my heart isn't in it. Maybe I don't want to do whatever it is.
For instance, I HATE lifting weights so I...don't. (I get my workouts through hiking, aerial silks, dance, etc.) If you regularly find yourself struggling to work on a game, maybe it's not for you.
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For me I think a lot of it has to do with how I think about the project. The projects I've managed to finish are the ones where I was able to change how I defined the project to myself. Rather than thinking "I want to make this game" or "I will make this game", I try to change the wording to "I am making this game." Because you are, right? That' what you've decided to do. And when you think of it as something that is happening at the moment, it's a lot easier to get yourself up to the task of working on it. Qualifying it with "want" and "will" removes you from the project mentally and does you a disservice as a creator
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The other thing that helps, is the idea of "finished, not perfect." In other words, do a good job, but don't try to make everything perfect... because that will just drain any motivation you do have and make it impossible to continue. Getting things done is more important then making things perfect. After all, a game that is perfect but unfinished... isn't as fun as one that isn't as amazing, but finished.
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Edit: Elta is also right. The difference between motivation and discipline is like the difference between lust and love: the former can feed a summer romance, but only the latter can keep you next to your partner for a lifetime.
(And yes, avoid perfectionism too; it's a trap!)
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