<p>Hi all! This is really an experiment to see what blogging and wordpress are. I know blogging is something you cannot do in public and wordpress is a <a href="http://www.seanbaby.com/nes/w20-13.htm" title="wrestling">wrestling</a> move but that's about it.</p>
<p>My topic is the process of motivation for the unmotivated. How does one fire the engine of creation without motivation? Well, not easily or timely. Here are the primary steps that lead to actually doing anything:</p>
<p><strong>1. Ennui (bored to death, life is meaningless)</strong></p>
<p>Perhaps you've completed your last <a href="http://www.atlus.com/smt/main.html" title="good game">good game</a>. You're sick. You've just gotten over your last <a href="http://www.drinksmixer.com/desc494.html" title="drinking">drinking</a> binge and nothing seems especially exciting. Whatever the reason it's a <a href="http://www.strangezoo.com/content/item/100427.html" title="dismal">dismal</a> existence - clearly the <a href="http://www.sinfest.net/archive_page.php?comicID=2315" title="Muse">Muse</a> has left you.</p>
<p><strong>2. Something reminds you of an interesting game</strong></p>
<p>Part of depression as a professional hobby is to contemplate how bad things are - and sometimes how good things were. The problem with remembering the good is that it can lead to thoughts of improvement.</p>
<p><strong>3. You start thinking about what could have been better</strong></p>
<p>What made that game you miss so good? Was it the <a href="http://flaregamer.com/b2article.php?p=114&more=1" title="battle system">battle system</a>? The <a href="http://www.rockstargames.com/vicecity/" title="open gameplay">open gameplay</a>? Whatever it was, no one is gonna reproduce it in the era of First Person Shooter banality. Just like <a href="http://www.worth1000.com/emailthis.asp?entry=125955" title="Smokey the Bear">Smokey the Bear</a> said: Only you can code awesome games!</p>
<p><strong>4. Pick a technology to work on for a better game</strong></p>
<p>Best not to think about how to start - thinking leads to <a href="http://www.basement.org/archives/2006/02/thinking_good_overthinking_bad.html" title="overthinking">overthinking</a> and the imagined hurdles become bigger. Pick a single aspect of your game concept and go. Be it a menuing system or platform physics or level loading - <em>JUST GO! DO IT! DO IT NOW!!</em></p>
<p><strong>5. Code like mad</strong></p>
<p>Avoid all distractions including hungry pets and girlfriends (even the <a href="http://www.classicgaming.cc/pc/larry1/scr_lsl1v_bedroom.htm" title="inflatable">inflatable</a> ones). Focus on test runs rather than <a href="http://www.codinghorror.com/blog/archives/000130.html" title="commenting">commenting</a> because code reuse is for, er, other people. What you need now is the experience and pleasure of accomplishment.</p>
<p><strong>6. Run out of steam or hit a major roadblock</strong></p>
<p>Eventually a technical hurdle or over thinking will creep up. Don't try to fight it; give in to your hatred and rejoin the <a href="http://palpnike.ytmnd.com/" title="dark side">dark side</a>. Tuck your code into a safe folder and remember what you did and how it can fit into later endeavors.</p>
<p><strong>7. Go back to step 1.</strong></p>
<p>Ennui sets in again and you'll quickly forget the progress you've made. Thankfully, you're archived project won't. It will sit in whatever directory you saved it in until you feel the urge to code come back - this time a little wiser.</p>