Today a friend asked me how I stay focused and productive on indie stuff while working a full-time job. Specific concerns were:
- How to manage time for consistent output?
- How to know if a project is worth pursuing?

Very common questions from folks, so thread ->
How to manage time for consistent output? (1/3)

Routine is the only thing that works. I have a physical calendar on my wall and mark an X for every day I work on my game. Seeing many Xs in a row is motivating and many non Xs induces guilt, which works. Cheat days are OK.
How to manage time for consistent output? (2/3)

Squeeze in a little time every day. Forcing yourself to sit down for 15 minutes to get anything at all done will usually grow to an hour. And even if it doesn't, you still gave an honest 15 minutes that day.
How to manage time for consistent output? (3/3)

If you haven't already, make the change in your brain to count out of engine work (brainstorming, design, tasking, playtesting, etc) as productive work time. Seeing X commits per day is motivating, but those add tremendous value.
How to know if a project is worth pursuing? (1/5)

Rather than a tech / mechanic / story idea, start with design values for a kind of game you wish existed. Eg, what if there was a deep platformer about emergent systems (my project). This gives you a metric to test ideas against.
How to know if a project is worth pursuing? (2/5)

Designing around values means a failed prototype teaches you more about achieving those values, instead of just being evidence that your idea is bad. Good prototypes will lead to more ideas for features that support your values.
How to know if a project is worth pursuing? (3/5)

Trust the process. Parts of your game will be busted or ugly throughout much of development and it's easy to get overwhelmed. Make sure to triage proving out your ideas over fixing minor issues and adding polish.
How to know if a project is worth pursuing? (4/5)

Playtest often. Everyone comes with different experience levels of games and especially your specific type of game that you won't have considered. Testing early can solve the low hanging fruit that's obvious to everyone but you.
How to know if a project is worth pursuing? (5/5)

Awesome is obvious. If testers are playing 5 minutes of content for an hour and asking you tons of questions and having loads of ideas of where your prototype could go, then you're onto something. Anything else is a no go.
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