I have actually been making games for roughly 15 years, since I was 8. I first got into serious teams about 5 years ago, so yes you are right about that. But that isn't the point, I understand people like motivation and enthusiast work environments, I am not able to make that happen with such a limited budget. It should be enough that you're making a game you want to see become reality, I shouldn't have to babysit people and make them want to work. I tried doing that, but it is really difficult cause it burns me out faster.
Working a job is a responsibility, you work and do a good job cause you have integrity not that you enjoy the job, but if you got the job do the job and don't be a waste of space. Working at Wal-mart sucks, I unload trucks for $7.65/hr, I don't do it for the money, I wanted the experience in the real world - yes I am a very geeky person who loves my cave. It's mind over matter, today I worked for 11 hours - and I didn't bitch or stop once. I worked my ass off, cause it makes me a better person and not a lazy good for nothing.
I am aware of my weaknesses, no better than any of you. My skill is just game development, I am not here to talk above anyone or act like I am better - when in the scope of real life not in the scope of the game decisions. The main problem here is, I wanted to organize my own life and took a step back from the project, to recover and improve myself. This is why the game hasn't had much updates on my end in a long time, I have done lots of bug fixes and optimizations, but as for features not very many. It's tough making a game, but like I said - I finish what I start even if it takes a long time. At-least it won't be abandoned, and @Rory has been working on the game again.