Proposal for getting this project done
Posted: 22 May 2016, 07:14
So, I figured since I don't really see any obvious leader I figured I'd post up my proposal for how I think this example suite can become a reality.
There is currently too much focus on asset creation.
The creation of assets--while important--can be delayed by using assets from either Morrowind or even other games entirely. This is not uncommon during the prototype phase. We may not have artists, but we have skilled programmers in this community. In order to utilize this at its best effort we need to figure out what we're making and how to organize it in such a way that we don't waste code. In my last open source project we wasted so much code because we had no idea what the fuck we were making.
This project needs to have a firm chain of command established now.
Sorry, but open source game development only works in the vein of building an engine, open source design is a nightmare I do not wish to experience again. We need someone who can overrule an entire community and make a final decision, it doesn't matter if people think that decision is wrong, a Director says yes, it's final. Leadership is essential to a project's survival, sorry if this sounds too authoritarian to you, but this is the reality of getting a game made.
Stemming from this, I propose an initial set of Director positions to being the process of early organization:
Technical Director
In charge of handling code merges, UML design and determining the skill level of other programmers who are interested in in joining the project. Preferably this would be someone who has already contributed much to development of the Engine, but if you show that you're an experienced C++ programmer who has samples that show off knowledge in Graphics, Systems (Physics, Audio, Memory handling/Garbage Collection etc.) and Gameplay programming then this is for you.
Production Director
The Production Director will make sure things get done, they will use tools like Microsoft Excel and control the tasklist and take pressure off the developers to focus solely on completing their tasks. This will require basic understanding of programming, art & game design, you don't have to be good you just need to have an idea of how much work goes into each element.
Art Director
Defines things like general style, poly limit and what assets are required. Requires knowledge in either 3ds max, Maya or Blender.
So, now I ask you the community, to decide if you want to go down this route. If not, that's fine, I understand. And if the general opinion is positive as soon as at least the Production & Technical Director roles are filled a meeting will be held where the three of us discuss & come out with an idea of what exactly it is we need to get gameplay working as fast as possible.
There is currently too much focus on asset creation.
The creation of assets--while important--can be delayed by using assets from either Morrowind or even other games entirely. This is not uncommon during the prototype phase. We may not have artists, but we have skilled programmers in this community. In order to utilize this at its best effort we need to figure out what we're making and how to organize it in such a way that we don't waste code. In my last open source project we wasted so much code because we had no idea what the fuck we were making.
This project needs to have a firm chain of command established now.
Sorry, but open source game development only works in the vein of building an engine, open source design is a nightmare I do not wish to experience again. We need someone who can overrule an entire community and make a final decision, it doesn't matter if people think that decision is wrong, a Director says yes, it's final. Leadership is essential to a project's survival, sorry if this sounds too authoritarian to you, but this is the reality of getting a game made.
Stemming from this, I propose an initial set of Director positions to being the process of early organization:
Technical Director
In charge of handling code merges, UML design and determining the skill level of other programmers who are interested in in joining the project. Preferably this would be someone who has already contributed much to development of the Engine, but if you show that you're an experienced C++ programmer who has samples that show off knowledge in Graphics, Systems (Physics, Audio, Memory handling/Garbage Collection etc.) and Gameplay programming then this is for you.
Production Director
The Production Director will make sure things get done, they will use tools like Microsoft Excel and control the tasklist and take pressure off the developers to focus solely on completing their tasks. This will require basic understanding of programming, art & game design, you don't have to be good you just need to have an idea of how much work goes into each element.
Art Director
Defines things like general style, poly limit and what assets are required. Requires knowledge in either 3ds max, Maya or Blender.
So, now I ask you the community, to decide if you want to go down this route. If not, that's fine, I understand. And if the general opinion is positive as soon as at least the Production & Technical Director roles are filled a meeting will be held where the three of us discuss & come out with an idea of what exactly it is we need to get gameplay working as fast as possible.