- Joined
- Dec 9, 2006
- Messages
- 1,091
Hey Guys,
I assist with a lot of Fan-Based projects... some game-engine based and some stand-alone. With every large project (5+ Years on it) comes the high and low points of attention and work and what not. Higher towards and after a version release, lower between large version changes or heavy content implementation. During the lower points, the project stays alive, but in a barely-awakened state, sustained by a passing of hands; team-members joining, contributing a brick to the project, and then disappearing. EVENTUALLY, the project will find its way back to a more moderate speed. Sometimes.
At this point, WC3:WoW is at one of those low points. I’m seeing that in-and-out pattern with the work; which is simply because people are not satisfied without immediate progress or the immense work is to tedious to be continued. It’s natural. Happens with all big projects. But I'm sure you'll get back.
Right now, by what I understand of the project, is that in order to revitalize an attack for another release, the code needs to be redone/repaired to meet post-1.24 standards. There are several ways that a big project can reach the next 'Check-Point' when they’re in a lowered state. But I think for you guys it might be smart to implement the 'Task List' A.K.A. 'The Mercenary Job-List'.
It’s simple, people do it all the time, know it, and it’s a defined method. Basically, while most of the under-staffed team focuses solely on the greatest obstacle needed to get to the next 'Check-Point.' In this case the WC3:WoW team focuses COMPLETELY and UTTERLY on fixing the code. Top priority. Unified effort, so that the project remains 'organized' per a certain team 'standard.' While that goes on you post a public task-list. Smaller tasks that anyone who browses by can try their hand at. They can chip-their hand, and if it’s not liked, no-foul, no-one’s under any obligation to do them or have the responsibility to do so. You'll find people are more likely to say 'lemme draw that icon for you' if they aren’t on the team as the Icon-Maker who has to make 40 more. People can try, do what’s appeasing to them, do something to just pass the time, do what’s in their skill-set.
You then hit your check-point at the breakthrough of the code-repairs; matched with a pool of resources to continue building with, you now have some serious momentum to work with, to a somewhat decent settling point.
That’s my suggestion. Thoughts? Problems?
~Asomath
I assist with a lot of Fan-Based projects... some game-engine based and some stand-alone. With every large project (5+ Years on it) comes the high and low points of attention and work and what not. Higher towards and after a version release, lower between large version changes or heavy content implementation. During the lower points, the project stays alive, but in a barely-awakened state, sustained by a passing of hands; team-members joining, contributing a brick to the project, and then disappearing. EVENTUALLY, the project will find its way back to a more moderate speed. Sometimes.
At this point, WC3:WoW is at one of those low points. I’m seeing that in-and-out pattern with the work; which is simply because people are not satisfied without immediate progress or the immense work is to tedious to be continued. It’s natural. Happens with all big projects. But I'm sure you'll get back.
Right now, by what I understand of the project, is that in order to revitalize an attack for another release, the code needs to be redone/repaired to meet post-1.24 standards. There are several ways that a big project can reach the next 'Check-Point' when they’re in a lowered state. But I think for you guys it might be smart to implement the 'Task List' A.K.A. 'The Mercenary Job-List'.
It’s simple, people do it all the time, know it, and it’s a defined method. Basically, while most of the under-staffed team focuses solely on the greatest obstacle needed to get to the next 'Check-Point.' In this case the WC3:WoW team focuses COMPLETELY and UTTERLY on fixing the code. Top priority. Unified effort, so that the project remains 'organized' per a certain team 'standard.' While that goes on you post a public task-list. Smaller tasks that anyone who browses by can try their hand at. They can chip-their hand, and if it’s not liked, no-foul, no-one’s under any obligation to do them or have the responsibility to do so. You'll find people are more likely to say 'lemme draw that icon for you' if they aren’t on the team as the Icon-Maker who has to make 40 more. People can try, do what’s appeasing to them, do something to just pass the time, do what’s in their skill-set.
You then hit your check-point at the breakthrough of the code-repairs; matched with a pool of resources to continue building with, you now have some serious momentum to work with, to a somewhat decent settling point.
That’s my suggestion. Thoughts? Problems?
~Asomath