The weirdest part about making a game or side project is being your own client and all the hats you wear.
Example: The Video Game Collection
Product Owner
End User
Developer
Separating the roles and the mind sets (owner vs developer)
Owner makes decisions on the direction, sets priorities but developer knows the effort required (I.e. the cost)
The way I do this, I tend to prioritize development tasks based on what I feel like doing. For example, I'm blogging right now. How does that help my game? It doesn't, but it does help improve my storytelling skills, but thata just a side effect.
This might be a bad thing for the project schedule, but the schedule is mine as well (at least while I'm the only player). Sure if I keep it up, I'll continue dreaming rather than getting something done, but there is a balance that I need maintain with my day job, family life, and commitment to these projects. If I burnout, everything suffers and then I'll be taking even more time away from all the projects.
The weirdest part about making a game or side project is being your own client and all the hats you wear.
Example: The Video Game Collection
Product Owner
End User
Developer
Separating the roles and the mind sets (owner vs developer)
Owner makes decisions on the direction, sets priorities but developer knows the effort required (I.e. the cost)
The way I do this, I tend to prioritize development tasks based on what I feel like doing. For example, I'm blogging right now. How does that help my game? It doesn't, but it does help improve my storytelling skills, but thata just a side effect.
This might be a bad thing for the project schedule, but the schedule is mine as well (at least while I'm the only player). Sure if I keep it up, I'll continue dreaming rather than getting something done, but there is a balance that I need maintain with my day job, family life, and commitment to these projects. If I burnout, everything suffers and then I'll be taking even more time away from all the projects.