This comment got way too long * and I forgot to mention the important thing: most people's attitude will tend towards negative, or at most bland, without constant external "uplifting". Most people's environment isn't very uplifting, but you can create one artificially through inspirational audio. Have something inspirational on in the background every day, while driving, doing the dishes etc.
* “Forgive me this long letter, I hadn't the time to write a shorter one.”
--
Most of my "great ideas"* are derivative, ie. frankensteins created by combining pieces other people's work. (The more people like something I made, the more likely it is that it's just a clone of / homage to something I really liked. Take something you love, then take it 1 step further.)
There's a quote I love that goes something like, «If you steal from one person, they will call you “the new so-and-so”, but if you steal from many, they say “oh! How original!”» (Or was it, “good artists copy, great artists steal?” ;)
Still, inspiration by itself will not get you far: * you also have to put in the other “99% perspiration” as well, or you will just end up with dozens of “cute, but whatever” projects. So for me the greatest lesson is (still) to stop relying on inspiration and just do a couple hours of work every day.
“I only write when inspiration strikes. Fortunately, it strikes every morning at 9 o'clock sharp.” On that note, I really do have to get to work immediately upon waking, or the day is basically lost. I turn off the internet before bed, and turn it on after 2-3 hours of work. Use offline documentation like DevDocs. Major focus boost!
Another weakness is that if I stop working for even a day I basically lose all momentum and will to continue, so I stole this guy's work ethic:
Also, never pander to the audience (Bowie), create primarily for yourself (Paul Graham on language design). My most favorite (most "original") design was something I thought already existed, but couldn't find. I didn't want to make a game, I just wanted to play it, but to my surprise I found that it did not exist. (It too was a simple synthesis of many childhood games, with all the extraneous fluff removed. Which of course brings me to...)
“Perfection is achieved not when there is nothing left to add, but nothing to take away.”
* “Forgive me this long letter, I hadn't the time to write a shorter one.”
--
Most of my "great ideas"* are derivative, ie. frankensteins created by combining pieces other people's work. (The more people like something I made, the more likely it is that it's just a clone of / homage to something I really liked. Take something you love, then take it 1 step further.)
There's a quote I love that goes something like, «If you steal from one person, they will call you “the new so-and-so”, but if you steal from many, they say “oh! How original!”» (Or was it, “good artists copy, great artists steal?” ;)
Still, inspiration by itself will not get you far: * you also have to put in the other “99% perspiration” as well, or you will just end up with dozens of “cute, but whatever” projects. So for me the greatest lesson is (still) to stop relying on inspiration and just do a couple hours of work every day.
“I only write when inspiration strikes. Fortunately, it strikes every morning at 9 o'clock sharp.” On that note, I really do have to get to work immediately upon waking, or the day is basically lost. I turn off the internet before bed, and turn it on after 2-3 hours of work. Use offline documentation like DevDocs. Major focus boost!
Another weakness is that if I stop working for even a day I basically lose all momentum and will to continue, so I stole this guy's work ethic:
http://plumshell.com/2016/03/10/work-for-only-3-hours-a-day-...
Also, never pander to the audience (Bowie), create primarily for yourself (Paul Graham on language design). My most favorite (most "original") design was something I thought already existed, but couldn't find. I didn't want to make a game, I just wanted to play it, but to my surprise I found that it did not exist. (It too was a simple synthesis of many childhood games, with all the extraneous fluff removed. Which of course brings me to...)
“Perfection is achieved not when there is nothing left to add, but nothing to take away.”