Im gonna be honest with you Tobinus:
Keeping a pad and writing your ideas down; that type of general practice, has sunk more campaigns then it has launched. Once the campaign is in motion, it should already have all its ideas. If it doesnt, you are going to become a victim of a possibly unfinished project. If it does have all its ideas, and you are adding more randomly, you will become a victim of scope creep.
When you build your campaign, do your absolute best to make it endable (satisfying or not) at ANY point.
Example:
Don't do -> 10 areas, then fill them with stuff and then script
Do do -> One area, fill it fully, script it. Do the next if you feel interested still.
Chapterize, modularize, this is key. Few of you new guys were around to see it, but the most over ambitious projects early on that involved custom EVERYthing were lost and never heard from again. They spent all their time customizing the grass graphics and building large landscapes and doing promotional youtube videos and we never got so much as a prefab out of them when they gave up. Not a good bye either.
By doing an entire area at once it keeps the variety (not doing all scripting in a row, but doing everything) so it reduces burnout. Keeping the game endable at any time means you wont falter in obligations in other parts of your life because you can shut the project off. You can always resume as a 2nd chapter; you can never release a chapter you didnt make endable if your time/interest runs out.
If I knew then what I knew now my project currently ending its 3rd summer, would have been 5 months, in and out, and I might have made more than 1. Completely burnt out here, and its not about motivation so much as ensuring you have an out and limiting scope creep.
LATE EDIT: Upon reading the thread I heard mention of "not being in a hurry as the toolset will be viable 10 years from now". That is the exact opposite of the message I am sending. Do be in a hurry and be concise. The first modules had downloads in the tens of thousands and were much simpler. Now its a fight to clear 1000 with 3 year projects full of effort and skill. The number of posters here to create a buzz in the modules forum was visibly many times what it is now, back when I began my project. Simply screenshots posted there used to generate multiple replies and appreciation. But people got tired of anticipating projects that never came. Fact is a lot are now coming out that were only discussed back then; but people didnt want to wait even that long. Just because the toolset has no replacement on the horizon doesn't mean players want to play a 8+ year old game forever because a module was released for it. People do grow, and move on. The majority of the original population already has. Just making sure you know what you are getting into.
Modifié par Eguintir Eligard, 02 septembre 2010 - 06:26 .