That was my team problem and the reason why we haven't released any game. I ve worked with various teams for the past 5 years... always reaching to close to beta and then they stop.
I know the whole topic is about solo dev a game but I think all you need is 1 person thinking alike. Preferably artist or a Game Designer.
You ve mentioned that you don't enjoy creating the gameplay. So I think all you need is someone to point you into directions and keep you on the track.
Game Designer will tell you "by next week we will need this and that" small pieces at a time for you to develop and learn. Slowly slowly without realizing it you will have a released game. That is of course of you don't leave the team.
Artist will help you keep working. Doing it alone you can always say "maybe tomorrow... next week" end up not bother to go back after so long... but if you have a person on the team working too, you will see the game evolving from your partner side and try to catch up.
Such as code the new character s/he made. Listen to his ideas and find new concept to work on.
If you get excited with new ideas artists is what you need. Because during game development s/he may think of something better.
With a game designer the game will most likely be already on the papers. He will only guide you on how and what is need to be done first and have your next assignment ready.
Even better find a team with an artist and a game designer. This way you will get an organized schedule and your partner progress that you need to catch up.
And since you have a lot to do in your real life (even if I don't support it) a team without deadlines could work for you. Or a team with flexible deadlines. But still they will have demands
If I might chime in on that... I had the exact opposite expierience. Granted, bar one pretty good programmer the guys I tried to team up with 2 years ago were most probably not only no very expierienced, but also not very motivated.
But also, I myself was (and still am, 5 years part time expierience is NOTHING) kinda new to the whole Game dev topic, and while I have some years of expierience with leading a team of people in the army (which hardly qualifys as real expierience outside of the army), I had zero expierience of leading a team and managing them in a hobby game dev project.
In the end, not much came out of it, most of them never did any work, and even worse, it cost me a good part of my dev time to keep them up to date, try to motivate them, organize meetings, try to learn the necessary management techniques.
One after the other dropped out of the project. So I came up with a new plan with the last two (which also failed to really contribute till today) last year, came up with a more modest project (still very ambitious for a lone wolf), and just started developing on my own... without having to worry about the other 6 guys, not having to wait on a contribution that never arrives, and being able to completly focus on getting done what needs to be done.
Don't get me wrong, I am not saying working with a team is not a good thing. Depending on your project and your skills, working alone can definitely be a very BAD thing!
What I want to say, before you assemble a team, you need to be aware: somebody WILL need to manage the team. This will cost this person, whoever he is, quite a lot of time (So it might actually be a good idea to have a guy that does just that, the project lead, so to speak). He WILL need some expierience in it (a group of hobby devs can be quite an unruly bunch... nothing different to military, but there they cannot just drop out like with a hobby project ).
So seeing how the TO is drowned in different jobs and hobbies, suffers from ADD and wants to program because he enjoys it, I would rather stick to smaller projects and find a pattern that helps to stay focused on his own than trying to assemble a team.
Joining an existing team or joining as non-lead in a newly assembled team might be a good idea on the other hand, provided they are working on an interesting project (the TO will need all the motivation he can get) and can relate to his time limits (it can be frustrating working with guys that don't even have 3 hours per week to work on a project when you invest 20+ hours into it yourself... so not everyone will tolerate a lower or lax time schedule).
Edited by Gian-Reto, 21 August 2014 - 09:32 AM.