If that's the case, you're pretty lucky, because you have gainful employment and (some) time to work on your own stuff. You may find, however, as I have, that it's not always easy to motivate yourself to work on these other projects, especially when you're just scratching the surface of Dark Souls 2. (And let me tell you, being a mage is very fun.)
So, if you're like me even more, you probably are working to find ways to motivate yourself to get going with that sweet, sweet, creative outpouring.
- Time Limits
- Anticipation of Finished Product
2. TIME LIMITS
TIME LIMITS are closely tied to accountability. But, essentially, they're a way for me to actually work on all parts of the game to have something actually playable in a reasonable amount of time. (See: minimum viable product)
My tendency is to spend a bunch of time beautifying my games before they're even playable. Take a look at this screenshot from my great unfinished game Spider the Fox. Or this gif. Lots of pretty stage dressing ... mediocre, limited gameplay. In my experience, (and I think in a lot of other developer's experience as well) game jams with short timeframes are an excellent way to actually finish things, especially if you're not great at setting reasonable time limits for yourself. Or if you can't stick to the ones you DO set ...
3. ANTICIPATION OF FINISHED PRODUCT
"Here! I made this thing! Let it entertain you! And let me watch!"
Any one of these is potentially enough to get me to actually sit down and do some work. But in the absence of any of these, you better believe I'll be back in Dark Souls 2, trying to kill some hovering knight or something.
I'd love to see some comments about what other people use as creative motivators. Do mine work for you? Will yours work for me?