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As for long projects, I allow myself a generous ebb and flow. For HOME GAME 1, as a sort of experiment I said, "I'm going to work on a game all month", did so, and then stopped. 

For HOME GAME 2 I spent a number of months developing it out of events which were unfolding in my life. The game sequences came to reflect my daily experiences, and I was not only swamped and stressed but so low on "ideas" that I had to keep waiting for new things to happen to me before I could come up with the next story beat. It was a clear example of turning life experiences into story, but it was happening in real-time, not in hindsight. I wasn't sure how it would end because it was ongoing...but it did end, and I finished the game/moved.

At my new HOME I drew a map of the space and said I would spend the next few years developing something epic out of it, and herein time finally slowed down some. I had experiences to draw upon and ideas in stock, but no rush. There was currently no impending disaster in my life, so eventually production slowed and I variously spent a lot of time not working on the game at all. I played through a bunch of exciting and ambitious games in the meantime, and gave much thought to how I could scale my own game up. All of a sudden, some of the more grand ideas seemed much more within reach.

Eventually trials caught up to me again and I felt fairly certain HOME GAME 3 was shoehorned into a fixed BAD ENDING, which was depressing. The game took a backseat until I could reorient my life again. Eventually I was able to channel those newest events into the game, pushing it through to the conclusion and cementing the possibility of a good ending. I didnt want to have to actually "invent" a good ending! By striving for believability, I find I'm sometimes left feeling unimaginative; I need to see or experience something myself, to convey it to others. I couldnt just imagine a good ending.

I think if you have stories to tell, finding the time to develop them has to be based around your lived day. If youre too busy to work on a project, then it will take a backseat, but thats not a bad thing, since you return with more fuel for the creative fire.  

For me, notebooks become a portable world-of-the-project, and my notes absolutely helped me keep the ideas in order, the scale intact and the details manageable. I tried to always be jotting things into the notebooks, even if I hadnt touched the project itself in months. My phone was also used for many additional notes, and I eventually found some of them quite surprising since I had over time forgotten many decent ideas.

Thank you you for the words, man. And thanks for the sincerity, it is much appreciated and its clear one can feel it through the game.
I will try to keep my notebook more active while on duty and see if there is a software/app I can jam px art on phone or tablet, Im interested to see what kind of results may I get nowadays.