JTTS Postmortem On Motivation
It been a long time since I have talked about JTTS, and now after a year since suspending development I think it is time to write a Postmortem and reflect on what I learn while developing this game. I think this will be a good exercise, so here we go!
Motivation During Development:
Making games is hard. I think everyone knows this, it requires a lot of talent and dedication to sit down and make something. However, it is even more difficult to stay motivated to finish a project after you have been working on it for about two years. Especially when the key to your inspiration is primarily something relevant to your life at that moment. I don't think I made it a secret in my blog post that JTTS was a game made for my then girlfriend and I to play together. The motivation I had for making and finishing the game was that relationship we had. Of course, being the game’s only developer, the game was a product of my artistic vision and ambition. But my motivation to keep working was somewhere else. When that relationship ended, so did my will to work on the game.
I remember telling myself after I stopped development was "The next game I make is going to be a game that I want to play." So, what did I learn from JTTS? While as artists and developers it is ok to look for inspiration from different parts of your life, when you are working on something as big as a game, you need to make sure that this part of your life is going to part of you for the long foreseeable. Games are a lot like tattoos. Do not get someone's name tattooed on your body, it might be very embarrassing later down the line.
Get Journey to the Sunflowers
Journey to the Sunflowers
An adventure for two players.
Status | Canceled |
Author | A.J. Fulco | Tastie Games |
Genre | Adventure |
Tags | 2D, Co-op, gamepad, Pixel Art, Team-Based |
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