[split] an essay about AC development
#2
I want to see a diagram for a dev team of 4 - that's how many AC has.

Aerke is your proposed project manager. The whole team's responsibilities are somewhat organic - while they usually do what they are experienced in, sometimes they are required to do things outside their comfort zone (as a consequence we have in some cases less than good work; but that's not because there's no management). While I agree there should be someone who should lead the team. I do not agree such person should be a "project manager". You need a vision, not management.

Redundant connections are both a good thing, and not. For a small project, like AssaultCube, the bus factor is much more important than people sticking to their areas of game development. If I could have a team of 10 who could contribute to more than one area of game dev (eg. coding and design,) I would pick it any time over of a team of 10 who covered the same skill set, but only knew their own limited area of expertise. By choosing 10 people with wider skill sets, I could have them act as 10 "teams" of two people, for example.

We don't need a drone project manager, nor do we need to introduce teams. We need active people. People, who do not burn out, or get bored of working on this thing and leave things half done. Your proposed solution does not fit the problem, I'm afraid.

What we as a community should focus on, is making contributing to AssaultCube easier, instead of driving people away. What contributors should understand, however, is that they will most likely not be able to change the direction of where AssaultCube is heading.
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Messages In This Thread
RE: [split] an essay about AC development - by SKB - 19 May 14, 06:39PM