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分享在一周内速成一款RPG的方法(2)

发布时间:2013-10-14 15:37:26

作者:ARTBANE

今天,我们来谈谈如何克服“阻力”。我敢说,我们对它太熟悉了。我们都希望能在指定的时间段里工作,但当那个时间段真的来临时,我们会突然萌生出无数条理由不工作。“喔,我太累了”,“我没什么灵感”,“我真的得追看《Game Grumps》”……有时候,开发游戏最困难的部分就是拿出真正的行动。为了战胜这些阻力,我们首先要制定一个开发日程表。(请点击此处阅读本文第1部分

例行

我曾习惯于晚上工作。我甚至会通宵工作,但效率并不高。我觉得晚上是最好的工作时间,但结果是,我产出最好的时间段居然是早上。晚上时,我会因为白天工作太疲劳而难以集中精神。但在早上,我可以更轻易地达到最好效率。

现在,我一般4、5点就起床。为什么要这么早?因为我觉得这是我最不易受干扰的时间段。白天工作时太容易分心了,电子邮件、短信、聊天工具……你受到的干扰越多,你的效率越低。

所以,如果你过去是夜猫子,不妨试试早起,看看你会有什么感觉。并非所有人都喜欢早起,但过一段时间你就会适应了。我就给自己制定了例行日程表,让自己早睡早起。

Habit(from annpt.com)

Habit(from annpt.com)

不要一心多用

这对许多人来说很难。我们经常要同时处理多件事。但人类的大脑并不擅长这个。当你同时做多件事时,你的大脑其实是在不同任务之间快速切换。你觉得自己效率很高,事实上并非如此。更别说你还会很累!

当你开发游戏时,请一心一意。在专心工作以前把其他一切事情都处理掉。一旦开始工作就不要中断,一定要达到目标。

努力避开常见的干扰因素。比如网络,如果它干扰你,那就关掉网络或下载一个可以在一段时间内禁用网络的应用。

评估你的工作

当你正在做一个大项目时,这可能很困难。只要一想到还有多少工作要做,你就会觉得斗志全无。你的项目越大,你的阻力就越大。

为了克服阻力,你必须把你的工作分成若干更小的部分,以便你在短时间内能完成各个目标。这些目标可以是完成一张地图、一段过场动画、一个镜头等。或者说也不必这么具体,可以是连续工作30分钟。

一次只给自己树立两个主要目标,这样你就不会为太多次级目标感到无从下手。

确定最后期限

Parkinson定律(游戏邦注:这个定律是用来阐述组织结构的合理性的,但是同样扩展出来也可以帮助我们来提高工作效率)表明,当受到完成时间的约束时,任务的重要性和复杂性会膨胀。当你面临时间压力时,你会专注于执行,你会因为别无选择而集中精力。在最后期限逼迫下做出的产品往往具有同等或更高的品质,因为你在制作时更加专注了。

当没有什么事情处于危险边缘时,遵守最后期限是很困难的。试着把错过期限与现实结果挂钩,以培养紧迫感。例如,告诉你的朋友,如果你错过期限,就给他10块钱;或者如果你没有完成目标就把钱捐给反慈善团体。没什么东西比钱更能让你紧张的吧!

每天工作

工作是完成项目的基础。为了保持前进,你必须坚持工作,即使当你不想的时候。本文的要旨可能是如何工作得快,但你还要有恒心。坚持工作是一个积累的过程,最终你会在日积月累中完成游戏。

奖励自己

如果你达到目标,那么就犒劳一下自己吧。你完成了过场动画?镜头?或者连续工作30分钟了?无论你的目标是什么,只要你完成了,那就给自己一点小小的奖励。我给自己的奖励是,再喝一杯美味的茶!

养成良好的开发习惯是快速开发的关键。一旦你养成习惯,你一定会为自己的效率感到惊讶的!在下一篇文章中,我将介绍如何制定游戏开发的计划。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦

HOW TO MAKE A RPG IN LESS THAN A WEEK PART 3: HABIT

by RPGmakerweb

Today, we’ll talk about overcoming “the resistance”. I’m sure we’re all familiar with it. We have good intentions to work on our game at a designated time, and then that time rolls around and all of a sudden we have every excuse we can think of to not do it. “Oh, I’m too tired…” “I’m not feeling very creative” “I really should catch up on Game Grumps”. Sometimes, the hardest part of developing a game is actually sitting down to do it. To help combat the resistance, our first priority should be to create a development schedule.

ROUTINE

I used to develop in the evenings. I would stay up late working on the game but not be very productive. I thought this was my best development time, but it turns out I’m actually most productive in the morning. At night, I would be too worn out from the day to really focus. But in the morning, I could more easily set a routine to be my most effective.

Now, I wake up between 4-5am. Why so early? I find that this is probably my least interrupted time. It’s easy to get distracted during the day with work, emails, IM’s, social media, etc.. And the more distracted you are, the less productive you are.

So, if you’ve been a night owl in the past, try waking up early in the morning and see how you feel. It’s not for everyone, but after a few days you might start to like it. I have my own routine setup at this point and I go to bed excited to spring out in the morning and get started.

DO NOT MULTI-TASK

This is hard for a lot of people. We live in a world where we’re often doing 5 things at once. But the human brain isn’t designed for that. When you’re doing multiple tasks, your brain is actually just switching very quickly between tasks. It makes you feel more productive, but you’re actually getting LESS done. Not to mention it’s exhausting!

Be single-minded when you intend to develop. Try to have everything setup beforehand so that you’ll be able to just focus on the work. Don’t break until you meet your goal.

Try to avoid common distractions. If the internet is too much of a problem, turn off your access or download an app that will block it for a set period of time.

MEASURE YOUR WORK

It can be overwhelming when you’re working on a larger project. Just thinking about how much you have to do can be a motivation killer. The bigger your project, the larger the resistance to work on it.

To combat the resistance, try breaking your work into smaller goals that you can complete in a short time frame. Goals can be to complete a map, a cutscene or a sprite. Or they can be less specific like working on your project for 30 minutes.

Try just to have two primary goals you’re working towards at one time so you’re not overwhelmed with sub-goals either.

SET DEADLINES

Parkinson’s Law dictates that a task will swell in importance and complexity in relation to the time allowed for its completion. When you have the pressure of time, you focus on the execution, and you have no choice but to only do the bare essentials. The end product of a deadline is almost always of equal or higher quality due to greater focus.

It’s hard to stick to deadlines when there’s nothing on the line. Try to create real world consequences to foster a sense of urgency. For example, give your friend $10 and tell them to keep it if you don’t finish on time. Or use stickK, a service that will donate your money to an anti-charity if you don’t meet your goals. Nothing like money on the line to get you motivated!

WORK EVERYDAY

Work is the stepping stone towards completing your project. To keep moving forward, you have to work on your game even when you don’t want to. The key to this series might be to work faster, but you also want to be consistent. This consistent work will add up, and eventually you’ll have a finished game on your hands.

REWARD YOURSELF

If you meet your goal, then reward yourself. Did you finish that cutscene? That sprite? Or maybe you just worked on the game for 30 minutes. Whatever your goal was, when you reach it, make sure to give yourself a mini-reward. For me, it’s usually making another delicious cup of tea!

Forming good game development habits is key to developing quickly. Once you have a routine in place, you’ll be amazed how much more productive you are! In the next article, I’ll cover creating the plan you’ll need to develop your game.(source:rpgmakerweb)


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