So I've been designing and programming off and on for a couple decades, and I've recently kind of hit a case of 'scope phobia'. What I mean by this, is that I've tried my best to study over the years including the years before even starting this project what might constitute someone to fail in one of two ways, which is either taking far too long in development or stopping development. I do not want to self-promote but I will explain what I am trying to create, why I am trying to do something like this, and what I have complete. I do have a field system playtest for anyone that would like to try it, you can message me if you're interested. Anyway, you will probably laugh and say I'm crazy, but I'm in a practical way trying to create a (very small) turn based rpg in the styles of Grandia 1 or Xenogears. I KNOW that these games were created with teams of people with hundreds of thousands of man hours, but please hear me out. Last year when I started posting on these forums I had made a thread in where I said that I would re-create RPG Maker in Unity. With an RPG Maker, it's definitely possible to achieve what I'd like to in a swift manner. So, I basically got to work on an eventing system for Unity. The eventing system now has in an aaalmost complete form (needs tweaking and some debugging here and there of course) fade in, out, a text box engine, movement control of actors and cameras, switches, debugged nice scene transitions with loading screen, debugged and working data save and load, generally like an rpg field system, all with a custom scripting language. I'm using RPG Makers trigger based systems with interpreters that read from lists attached to objects, the lists among other scene data being stored in a main game xml database. The lists contain a custom scripting language. This scripting language has a lot of commands that can control aspects dynamically in game on the fly. Interpreters are activated automatically or through being triggered by button press events, or can even be triggered by two objects colliding with one another or the player, and you can put custom field bools in there and switch them around. I've also finished scene transitions, a solid debugged loading screen, bgm and ambsfx looping without having to manually cut up audio files including fading in and out, and I have finished every actor graphic including all of their battle sets (they are pixel-art characters) and every scene in the game (there are 30 or so of them) including all field and all battle scenes. In generaly I'm trying to say that I have a focus FIRST on data management, data save/load, an event manager and debugging for long hours to ensure stability. Now, I'm left only with a couple more general steps to the project... That is: 1. Playtest more and debug fully the field system 2. Create menu system with rpg stats in my xml database 3. Create battle system 4. Script cutscenes These are all of the steps that are left, virtually, and I...at least THINK I'm confident on my own in the whole ordeal. I can work full time hours because I work at a part-time job school busing that makes enough money to do so...which is the toughest part I guess because I'm working 70 hours a week and have no friends right now (no joke, I'm a total loser, I'm probably gonna lose my mind stuck here alone on this laptop). Well, all of the characters graphics with animations are complete. All of the scenes are complete. All 3D graphics are complete. The field system is being playtested and I would give it a week and I think I'll have a solid beta version of it, this is after developing it since October of 2016. The music is also complete, the sfx library I have set up as over 10 years I've accumulated a well organized collection. Here I am, with all of this stuff ready, and the last of the work is strictly mechanical, no design, and I have experience now with C#, and I have decades of programming experience, and yet you know I am very terrified at this moment, because I keep reading online and seeing in advice videos "you shouldn't work on your dream, you need to learn to scope". I BELIEVE I could finish this game by July. The game is only going to be 2 hours in length, I'm trying to go by the Telltale model of episodes; it only has about 15 battles that you fight. There's only one thing that I imagine could kill the project, and that is the battle system. I'm sorry for being so self-centered in this post, but this is a real fear of mine...I see it all the time, games that have some successful kickstarter or get funded or whatever but the creators overscope and waste a good 3+ years of their youth away. I should know, I've already wasted more than 10 of mine on previous projects, but a year and a half later and thanks to Unity I've got this whole setup, it's pretty neat. The only plan I have to combat the fear, because i hate putting all of my eggs in one basket in my life, is to bring other programmers in on the project and release the toolset as like a 2.5D rpg maker for Unity. I can't afford to hire virtually anyone else, so I wouldn't know what else to do at this point... If there are any experienced programmers that have tried to create turn-based rpg engines, maybe you could help me out with some advice on it, I don't know...Just posting some doubts and trying to get what people think about the whole ordeal.