Why Game Developers Should Finish What They Start
Michael writes "Too often, hobbyists and open source programmers take on game projects that they can't hope to finish. Freshmeat is rife with games from developers who have bitten off more than they can chew. So I drafted an article which takes a look at the major roadblocks to successfully completing open source and hobbyist game projects."
I have found that when I work on personal projects, a couple games amongst them, I get bored with them once the hard parts (those that I haven't had much experience with ie new to me) are done and bug free (as best I can tell ;) ). I then get distaracted by something else that catches my eye and proceed to half finish it, then.....
Check out the 'Indie Game Development Survival Guide' as it greatly expands on the article. A great book covering all aspects on how to complete a game (for fun or profit) as part of a hobbyist game-development team!
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http://www.amazon.co.uk/exec/obidos/ASIN/15845021
Happy Penguin's Game of the Month is an effort to fix this sort of problem.
Every month (or two, or three..) they choose a game to work on, and generally the end result is a greatly improved game. Currently they're working on TuxKart, if you view the screenshots of some of the improved models, they're amazing.
Anyone who has an incomplete game that they're no longer working on would do well to at least suggest it to the GOTM people, since they have artists and other people willing to do the type of work that coders hate.
The best way to get around this (for any project, not just a game) is to have accountability to some other person or group. In other words, you *have* to finish that last 20% because those other people keep asking you to.
This works best, of course, if they really like the project you've developed and can give you positive feedback as well.
If you just want people to play it, I'd try places such as freshmeat, or the forums at gamedev.net or flipcode.com.