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@ -19,6 +19,9 @@ Also let it be said that everyone has to find his own way of doing projects, it'
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- **If you ARE ambitious, separate the thing into multiple less ambitious projects**. Firstly this is just a good design, you shouldn't make a huge monolithic program but rather multiple simple things out of which it is easy to make the big thing. This achieves multiple things: you'll have several parallel projects as advised above and also if you don't finish the grandiose work, you'll still probably finish at least some parts of it that will be useful on its own. So if you really want to make that GTA clone (and have at least 20 years of experience so that you can even think about it), rather make several projects such as a 3D renderer, physics engine, a pack of car 3D models etc. When all of the projects are ready, you may try to merge them into the magnum opus.
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- **"It would be cool" is not a good enough motivation for a bigger project.** You can't start a big thing just out of boredom. Finishing a greater thing will be painful, you'll be through sleepless nights, periods of desperation, headaches and burn outs, you'll sacrifice social life to hunting down bugs and rewriting shitty code. To keep yourself going through this it's not enough to know that "the result will be nice I guess". It needs more -- you must absolutely feel it is necessary to make the thing, you have to think the world NEEDs you to make it, only then you will keep torturing yourself to make it to the finish. So choose very wisely.
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- **Before making a big thing of type X make a small thing of type X** or as it's been said "plan to throw one away". This is to say that you can't make a good game if it's the first game you're making, so you better make your first game small knowing that it ill suck rather than making a big game that would suck. The first thing is just for the experience. You can't prepare yourself for making an operating system just by reading a book, you have to make one to REALLY comprehend what it will be about, to see the whole picture and to properly plan it.
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- **Don't spontaneously start projects, don't rush, only start well thought through things.** As a creative being you'll be getting hundreds and hundreds of amazing ideas -- don't think you're a genius, this is common for many people, even normies get many ideas for great games and "apps" and whatever, so don't get too excited, it is important you judge carefully what to do and what to leave for later: planning and actually MAKING the thing is the actual part that will distinguish you from the normie. Write your amazing ideas down if you need, but don't jump in on any new great idea that appears, always let any idea sit for at least half a year, maybe even several years. It is very tempting to start new things but you must have self control, or else you'll end up like the [dog](dog.md) that starts chasing any new smell it catches and will be just chaotically running around without any goal, making unplanned projects that will fail every time. If an idea should deserve your valuable time, it has to pass the great filter of time -- if it survives in your head after a few months, in all the avalanche of new and new ideas, you know it may truly be worth trying. Furthermore you also have to have a good plan for any project you start and this planning requires a lot of thinking ahead -- you should only start writing code once you have the whole project in your head. This planning CANNOT be rushed, you can't plan it over a weekend, this is not [capitalism](capitalism.md) where things are made on schedule, this is [art](art.md) that needs its time, it must wait for inspiration, small improvements and rethinks over the time that it's sitting in your head. In this meantime stay with your already work in progress projects.
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- **Start small and humble (if it's meant to be big, it will become big naturally), focus on the thing you're making (not its promotion or "management").** Some nubs just see [Steve Jewbs](steve_jobs.md) or [Che Guevara](che_guevara.md) and think "I'LL BE A BIG PROJECT LEADER", they pick some shitty idea they don't even care too much about and then just start capitalisting, they buy a suit, coffee machine, web domains, set up a kickstarter, make a Jewtube video, Twitter account, logos, set up [promotional](marketing.md) websites, write manifestos and other shite. Yes, manifestos are cool, but only promise yourself to write it once the project is fucking done and worth something ;) Sometimes they hype a million people to jump on board, promising to make a HUGE, gigantically successful and revolutionary thing, while having 3 lines of code written so far. Congratulations, you now have nothing and the pressure of the whole world to make something big. This is the best way to hell. At BEST you will become a slave to the project, will hate it and somehow manage to make an ugly, rushed version of it because you didn't foresee what obstacles there would appear but which you would still have to solve fucking quickly because everything is falling on your head and people are shitting on you, angry that you're already two years late and you're already burned out and depressed and out of budget. Just don't be such a capitalist pussy, make a nice small thing in your basement and let its value show itself.
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- **Milestones and psychological mini rewards are nice to keep you going**. It's nice to split the project into some milestones so that you see your "progress", it's very good if each milestone adds something visible, something you can "touch" -- for example with a game just the moment when you become able to physically move through the level always feels very rewarding, even if you've done it many times before, it's always a bit surprising what joy a simple feature can bring. Exploit this to increase joy of making your art.
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