Core Loop
Before building big systems:
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define core gameplay loop,
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define smallest playable version,
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define what is not in the game,
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define technical boundaries.
For example:
Core Loop
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travel,
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manage dogs,
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race,
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earn money,
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upgrade,
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repeat.
Then resist adding:
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crafting,
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online multiplayer,
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giant open worlds,
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procedural everything,
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survival realism overload.
Another Advantage You Have
Because this is not tied to:
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income,
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deadlines,
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career pressure,
you can afford to:
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restart small systems,
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learn properly,
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refactor,
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experiment,
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throw away bad ideas.
That is actually an excellent learning environment.
My Biggest Recommendation
When you finally start:
keep the first playable version extremely ugly and simple.
Like:
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colored rectangles,
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placeholder dogs,
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programmer art,
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simple UI.
You want to prove:
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movement is fun,
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race pacing works,
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dog management feels satisfying.
Only later:
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art polish,
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animation,
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sound,
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atmosphere.
This dramatically improves your odds of finishing.