If only things were as simple as having a disciplined mind. I do have a disciplined mind, the problem is that I distract myself from emotional pain, and confusion/frustration is emotional pain. Doesn't matter what kind of emotional pain it is; fear, anger, sadness, depression, etc... I'll distract myself from it. When I'm in my groove, I accomplish a lot. The issue is staying in said groove, and emotional pain kicks me out unless I immediately solve the issue. Though my definition of disciplined is likely different from yours.
Edit: I see discipline as being the choice to remain focused, as compared to the choice to distract oneself or procrastinate. I don't lack discipline; I'd be happy to throw 8-16 hour days at the project. The problem is that I'm being distracted not by choice, but against my will and outside of my control. Problem Solving skills allows me to regain control, and allow my discipline and enthusiasm shine unobstructed. If I can address the problem that is distracting me, then I can remain focused.
Yes, I do agree I've bitten off more than I can chew. However, how does one back out of it once they've realized that? I do want to create the project, but currently it is beyond my capabilities. In the future maybe not. But right now, it is.
Edit: The reason I hadn't realized this before is because in previous months, I had "bigger" fish to fry, and compared to them, building a game was a cakewalk. Things however, have changed in the past few weeks, to make me realize that building a game isn't a cakewalk; if it was, I'd be building a game right now, not talking about building one. During previous months, I hadn't considered it an option to try to make a smaller game, as I needed to produce a commercial game. Things again have changed and thus I see it is an option to do a smaller game first, even if it isn't commercially viable.
I'm well aware of the immensity of the task at hand, and knew this going in. However, I did not anticipate all the problems that would come with it. Problems, problems, problems, but no solutions.
I don't like DDs. I have my own method of keeping track of all the necessary information, in a nice, clean, easy to read, format. The issue is that getting that format to you guys is impossible. I use an old D&D program called DM Genie built originally for 3e. I use it because in it's campaign manager, it allows for directories, with full formatting, no spell checker, and sub-directories. I can easily sort out information into separate files and quickly browse through them. In this manner, I can easily sort out necessary information and put together features in an intelligent manner and it just keeps everything well organized. I have never seen this format for directories since, and thus I continue to use DM Genie; its extremely useful for me to keep everything in one spot. The issue is that DM Genie is a paid program and hardly anyone uses it anymore as hardly anyone plays 3e anymore; even the developer has stopped supporting it. I find it useful because it has all the benefits of Notepad, Word, and a color-coordinated file and wrapped together with none of the negatives.
Therefore my questions for the DD stand. I have my own method of ensuring everything fits together nicely and avoid forgetting something. Getting that information to you guys so that you can offer suggestions on the content requires you guys to comment on the method you prefer the information to be in.
As for the other comments...
I am in way over my head. This project is too big a task for myself to complete it, at my current proficiency in coding, art, and engine work. However, what should I do? If it is too big, then logically, it would be best to shrink it. However, whenever I've shrunk a project too much, in my other game designs, I lost interest in it. Therefore, I realistically see only two options. 1) Abandon the project or 2) Put the project on hold, while I develop my skills in development with a smaller, unrelated project; something that is doable, attainable, and within my capabilities. I'm more inclined to go with option #2. I think that putting this project on hold while I work on my development skills on a smaller unrelated project with a much smaller scope, would be the ideal choice and would be beneficial for me to see if I should be attempting something as big as this in the first place. If I can't accomplish the smaller project, I have no hope of completing this project, ...yes? There is of course the third choice which is to give up on development altogether, but I'd rather attempt #2 before accepting that I'm not cut out for development. Now the problem is I need to design a much smaller game... hmm...
Edit: I've decided upon a smaller scope game idea. It will be a game inspired by a fairly simple space shooter released during the early 90s by a company named Software Engineering, and the game was called Gravity Well. I really miss playing that game, but as it was a 16bit game initially, and the lastest build was 32bit, neither runs on 64bit machines. Software Engineering did end up making a 5th one, but it plays nothing like the originals.