I’m currently in a pretty good groove working on Sol Trader’s development. Due to other work commitments I can only manage 2-3 days a week on it at the moment, but my productivity is pretty much at an all time high.
One of the things that’s helped me is reading a great article on how to motivate ourselves as indie game developers. One of the most helpful tips was to keep a list of all our accomplishments week by week, and to plan the week ahead. It sounds simple, but it’s already made a big difference to my work. Here’s how I do it.
List accomplishments from last week
On Monday morning I record a list of what I’ve done using Notes on my Mac. I trawl through todo list items, Github commits and my marketing plan. Here’s Sol Trader’s from last week:
## Time last week 1 full day plus 4 evenings ## Last week - code: * Switched the renderer coordinate system around * Added planet rendering * Refactored rendering out of platform into game code * Added normal maps and sun angle * Show the correct planet on the background * Fill essential vacancies * Started work on entity sheet pane - loads of refactoring on it * Refactored all relationships to separate component * Custom rendering of ship images on GUI * Auto-reload shaders on Cmd-R * Tweaked the bloom code loads * Introduced higher resolution planets * Moved premultiply of alpha out to script on game start * Fixed last seen location for friends * Started ship hiring components ## Last week - marketing: * Live stream * Montage: focus * Weekly promotional thread on /r/indiegaming * Blog post on bloom * Facebook ad on new main menu screenshot
This was enormously motivating for me: despite only giving half a week to the game I got a huge amount of development done! It’s worth really celebrating this achievement.
Plan the upcoming week
I then work out how much time I have to work on the game next week. Then I make a realistic list on the goals I want to achieve in the week, with loose estimates, based on the amount of time I have. Here my list for this week - as I have about 3.5 days, I’ve given myself 2.5 days of goals for the week, plus a stretch goal.
## Time this week 3 days plus 1 evening ## Next week goals [X] finish relational currency work: 0.5d [ ] Banks and borrowing money: first pass - 1d [ ] Ability to hire ships: first pass - 0.5d [X] Marketing: livestream - 0.25d [X] Marketing: Montage: quote on motivation [X] Marketing: Weekly promotional thread on /r/indiegaming [ ] Marketing: Blog post: how I plan my week - 0.25d [ ] Marketing: Friday Newsletter with a roundup of latest work - 0.25d ## Stretch goal: Launching a ship - basics of space back in - 1d
It’s very important to pace ourselves here. We should not plan more work that we can realistically do. If we easily achieved last week’s goals, then we should plan a little more: if we didn’t achieve them, then we should ask ourselves why and do a thorough review. Also, we need to make sure we get enough sleep. I definitely need 7-8 hours a day - otherwise when I work on my game I end up subtracting value rather than adding it, and short-changing my family and other commitments.
This week, I’m already ahead of myself. I’ve almost finished adding in banks and borrowing money (the final thing I need to add is handling a loan default, which I’ll do this morning) and I should get ship hiring in today as well. The quote on motivation was popular on Facebook, which is encouraging, and the live stream went well. That leaves most of a day to get the newsletter and the ship launching code back in, which is my stretch goal.
Summary
Sometimes indie development can feel rather like moving the game from 46.001% to 46.002% completed each day. Without a clear measurement of progress, it can be a real struggle. I’ve found this process of review and planning enormously helpful. What methods do you use in order to stay motivated?
Check out my indie game Sol Trader, an epic space action adventure. Be part of a living society you can befriend, understand and manipulate to your own ends.
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