Llyranor Posted July 18, 2005 Posted July 18, 2005 You were the 'lead designer', Ender? (Approved by Fio, so feel free to use it)
EnderAndrew Posted July 18, 2005 Posted July 18, 2005 I was, but I stepped away when most team members refused to stay in contact. I spent all my time babysitting, while people debated the direction of the project rather than handling the tasks laid out before them. Mind you, I did disappear for a while, but that was a combination of my frustration with one really dissenting team member, my computer dying, and personal issues popping up. When I was able to come back to work a few weeks later, the same team member was trying to junk the plot and kept arguing about eveything and dealing with petty ****. I'm not interested in childish games. I just want to put out a finished product. And to do that, I think I need to be harsh and authoritarian around next time around. I'll take suggestions, hand out a design doc and tasks, and people can either do them, or not be on the team.
Llyranor Posted July 18, 2005 Posted July 18, 2005 I think the problem was that the recruitment phase started off on this board. Not a very good screening tool, as anyone can post. Likeminded individuals are really a must. One bad team member is all it takes to break the team morale. Showing your authority when necessary is definitely a must, since you're the one who has to compile everything together. I'm an absolute tyrant with my team at times - but they love me for it, or so I tell myself (Approved by Fio, so feel free to use it)
alanschu Posted July 18, 2005 Posted July 18, 2005 I think that's one of the problems I'd have if I was ever a producer...or perhaps even a lead designer. I'm such a softy
EnderAndrew Posted July 18, 2005 Posted July 18, 2005 I established a rule that I needed every team member to send me a status report once a month. I never received a single one.
alanschu Posted July 18, 2005 Posted July 18, 2005 I wonder if once a month is too long of a time span. Establishing a narrower timespan would help it become routine.
EnderAndrew Posted July 18, 2005 Posted July 18, 2005 I thought the same thing. I tried establishing an email address for each team member, that either forwarded to their email of choice, or a new mailbox if they desired @projectfanout.com Most team members were real eager to sign up and make huge promises, while a few never even would get back to me on their email preferrences for how the team could contact them. In the end, about 4 people out of 17 seemed to want to work.
Llyranor Posted July 18, 2005 Posted July 18, 2005 I think what helps with my project is that all the team members are buddies, so the relationship isn't simply limited to the project. It can make a big difference in terms of getting things done. You would also benefit from a better source of communication than just email or a board. IM or even a chatroom would be more effective in keeping updated. (Approved by Fio, so feel free to use it)
EnderAndrew Posted July 18, 2005 Posted July 18, 2005 My best friend (a far better programmer than I) joined the team, and then not only never responded to email, but never once posted at the team forums. Darque, I understand why she left. Volourn, well he just never actually wrote.
Llyranor Posted July 18, 2005 Posted July 18, 2005 Hmm. Well. (Approved by Fio, so feel free to use it)
EnderAndrew Posted July 18, 2005 Posted July 18, 2005 I'll start a new topic for this later. I'm going to try and get my wife to email me a copy of the design doc from home and I may dust it off tonight and then try to get ahold of people again. But the for the time being, we should shift back on topic.
Llyranor Posted July 18, 2005 Posted July 18, 2005 And what a topic it is! (Approved by Fio, so feel free to use it)
Darque Posted July 18, 2005 Posted July 18, 2005 I established a rule that I needed every team member to send me a status report once a month. I never received a single one. <{POST_SNAPBACK}> I was gone before the first month was up thanks to what's his name.
EnderAndrew Posted July 18, 2005 Posted July 18, 2005 Most people who followed the project probably already know who I'm talking about, but I'd prefer not to toss names around.
Darque Posted July 18, 2005 Posted July 18, 2005 What was his name? <{POST_SNAPBACK}> I don't remember. That's why I keep calling him "that fool" and "what's his name"
alanschu Posted July 18, 2005 Posted July 18, 2005 On topic you want eh? Console shooters are teh suck, and PC shooters r0x0r my b0x0rs
metadigital Posted July 18, 2005 Posted July 18, 2005 Hmm, this is non-trivial. Even though it's from 1998, I would say that Half-Life is defintitely up there in the top three. Half-Life 2 is, too, but more for the superlative engine and narrative references back to the original, and Opposing Forces was pretty cool too, until the narrative fell away into a standard level upon level "end-boss" sequence. Deus Ex would have to be up there in the top three as well, mainly because it has role-play elements on top of the FPS base, and because in no smal part to the extraordinary narrative and multiple endings (and I don't really play war games). OBSCVRVM PER OBSCVRIVS ET IGNOTVM PER IGNOTIVS OPVS ARTIFICEM PROBAT
alanschu Posted July 18, 2005 Posted July 18, 2005 My top 3 FPS games would likely be Half-Life, Deus Ex, and Half-Life 2. Honorable mention goes to Call of Duty.
metadigital Posted July 18, 2005 Posted July 18, 2005 I just realised this is "Console Shooters". I haven't played that many, since I gave up my PS2 over five years ago ... OBSCVRVM PER OBSCVRIVS ET IGNOTVM PER IGNOTIVS OPVS ARTIFICEM PROBAT
alanschu Posted July 18, 2005 Posted July 18, 2005 Well, it's a comparison between console shooters and PC shooters. So mentioning the l33t PC shooters puts you in a particular camp I think :D
Calax Posted July 18, 2005 Posted July 18, 2005 I love the PC, I just can't figure out how to work a Console (you hit this button sixteen times to throw a grenade, and here's a fold out chart on how to punch sombody.) I just love my keyboard Victor of the 5 year fan fic competition! Kevin Butler will awesome your face off.
EnderAndrew Posted July 18, 2005 Posted July 18, 2005 That's odd. Most people feel controllers are simpler than keyboards.
Darque Posted July 18, 2005 Posted July 18, 2005 Controllers are simpler... button mashing combos aren't.
Calax Posted July 18, 2005 Posted July 18, 2005 controlers are simple but with a keyboard, once you figure out the basic's of one game you know them all, there are a few things that are different (like in Project: snowblind the aug's activate button was Alt ) but otherwise they are almost the same. Victor of the 5 year fan fic competition! Kevin Butler will awesome your face off.
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