All you have to do is "charge" yourself for work. Force yourself to give up a dollar or so for each feature you add to the game. Put it all into a jar, which you cannot collect from until the game is finished. No matter how big or small a feature is, you must pay for it. Some features that take longer to implement, cost more, while quick changes cost less. If you have a friend, have them hold onto it to stop you from losing will power and giving up, too soon.
How does that help? Like this.
- This helps slow down the rate of small useless features, and forces you to focus more on the important ones.
- By investing so much money, especially in larger games, you cause yourself to be more inclined to put your money to use, and feel more rewarded when a feature is finished, and works well.
- When the game is done, you get everything in the pot. Which can be quite a bit if the game took a long time to finish. A nice little reward to look forward to when you call the game done.
- When you get into making larger and larger games, paying others for features will start to become a common thing. This gets you used to it, early on.
- You get a better feel for how time is important, and wasting time on useless features, can waste a lot of money.
- You'll start to plan out features ahead of time, to judge their importance and difficulty to implement. This is critical for most games to be successful.
So all-in-all, this may or may not help you. But, it's worth a shot.
Also, don't cheat. Charge feature fairly, and don't sneak money from your jar. You'll only be cheating yourself, and not helping anything.
If you can get a friend to help, do so. Make them hold onto the cash, and if possible, even set the prices. This will help keep you in check.
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