Let me contribute. Well, today I'm a Game Designer Junior (trying to change my life, and searching for work), and I'm using warcraft as a learning tool, since I love this game too much xD.
My first official project (which means, the one I intended to seriously develop), is
Outerworld Arena. I've took all that I was learning while studying, and executed in a real project. I've documented everything, trying to make a wonderful project, and I've defined a roadmap (list of objectives until the release version). I was supposed to spend 2 years developing this project until version 1.0. Guess what? I'm on the 3rd year, and didn't start the last objective on my roadmap.
I've tried to use the KISS idea (Keep It Simple Stupid), and failed miserably. I've discovered in practice how difficult is to balance an RPG game (My project is a gladiator arena, but it has RPG elements). I already knew this was going to give me a lot of work, but I didn't expect it'll be that much. But here I am, not giving up, and developing one thing after another. I've stopped for 6 months one time, doubting about myself and my choices, if this is really necessary, that sort of things, but eventually I came back. My project is more about me, than anything else. It is a proof that I can create something enjoyable, that I'm capable to trail of the path of the game development. So, here I am. My objective is self growth.
Now, not speaking about me and my motivations, but about my experiences during this development, I can share one or two things:
- Document your thoughts and ideas:
Write everything. You don't need to be a redator to do that, just write. When you write, you start to organize your ideas. If you like to write, I recommend you to also write how things will work, pace by pace. System, characters, units, anything. But only write the new things, not the obvious one (like move and attack).
- Set a deadline (or create a roadmap):
Even if ficctional, or one deadline that you don't have any idea, set one. While you are developing, and the project starts to grow, you see how much time did that part take, and so, you can predict better the other phases that are coming.
- You will fail a lot:
It is normal to make things wrong, and fail horribly. It is part of the process. Keep one thing in mind: If you failed, then is less one thing to check. You've learned one more way about how to not make what you want to make.
- Be thick skinned:
More about yourself than about the project. Receive negative feedback is bad. It is not good, but you need to understand the players' side, and that not everybody is a developer. You need to filter the opinions you receive, removing the toxic part of it, and keep the idea. List them, and after some days, go back to that list and check each one. Is it valid? Is it right? Can I improve? Remember: Do not let bad opinions affect you. It can reflect on your work.
During a match of my project, I was hostilely attacked by a player, and to this day I don't understand why. I was called trash, a bad developer, an idiot, that kind of thing.
- Work a little everyday:
Projects take a lot of time. You don't need to hardly work on them everyday. Do you need a new icon for an ability? Go search, download it, and leave it on a pastebin to use later. And you are done for today. It is not wrong, you have a life outside this. Research is also part of the process. Or take some time for yourself and don't touch it. Some people say that, if you are stuck on a problem, it is good to leave it far from you about 2 or 3 days. Your brain unconsciously thinks in the solution.
Well, I think I've finished. Now that I'm about to release my 0.90a version of my project, it'll officially receive a page on the maps section of this great community. Right after this objective, I'll start to develop it's final phase, and I've already started another project. Everything I've learned in Outerworld Arena, I'm using on the new project, with an expected developing time of 1 year. My experience reduced the new roadmap by half, and I feel grateful for the experience.
If you got curious about the new project, check it here:
New Zombie Map by Barbafire. There is a video on it, and the playable prototype available.