i think the project will run much smoother... im excited. On Mon, Nov 16, 2009 at 3:23 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote: > I really appreciate the signature of trust on this Eric, just wanna > let you know. You too Alan.. I know I can't be all harry potter and > save the world here, but just having another person to communicate > back and forth between the people that are doing the work on art and > areas might go a long way. > > At first I'm just going to focus on the little things that probably > should be done before tackling huge tasks, but the biggest thing of > all is finding a way to get people to feel comfortable working with > each other again. > > I don't want you to be the only one people can vent at, it's just not > fair for you (and for everyone else), so if I can be that guy too, > then hell yeah :P > > On Sun, Nov 15, 2009 at 12:45 PM, eric drewes <figarus@xxxxxxxxx> wrote: > > yeah, we just need to be more disciplined and structured when it comes to > > the weekly updates, and i think timelines/estimates will really help > people > > stay focused - like when we were doing it before we didn't really have a > - > > i agree 100% that open communication and comfort are important to > nurture > > an environment where people feel like their input is valuable and has > > influence. > > ok for now I think after talking it over w/ alan we're gonna do things > like > > this: > > Chris Riccobono is going to be the peer-review supervisor, basically he > will > > keep the tasks people are working on organized through a weekly update > that > > includes project reports and time estimates for deadlines - as a team we > > will be able to look over the progress of everyone and see where things > > aren't going smoothly and then do preventive measures to keep everything > > running well. By me being accountable to him, it will create a balance > of > > power so if you feel like you haven't been given proper direction or you > > need something that I am not providing, you can go to him and he will > > contact me to get it worked out, and likewise we will all keep focused > > because our progress will be measured and out in the open. Obviously > > deadlines, etc. will be sorta self stated so please give yourself > realistic > > estimates and of course if things pop up just make sure you let people > know > > why there isn't progress. If a task goes a week past the estimate > without > > real progress (and without explanation) we will re-open the task for > someone > > else to work on so things don't end up stuck. > > pretty much i want to leave the formatting to chris as far as how we give > > him our current tasks but i would say an example could be > > eric - task: create temple exterior model, time estimate: 2 weeks, > current > > status: its been a week, rough sketches are done but no modeling done, > still > > on track to finish by deadline > > if you have any questions or if you need guidance you can still email me > > directly of course. > > > > I really think this will help the game move at a faster pace... i think > this > > is what we are missing. if you have thoughts/opinions/questions/etc. > feel > > free to express them here! > > Chris: its up to you if you want to create a standard format for us to > give > > you reports, and also WHEN you want reports by and when you want to > publish > > the weekly status report. > > Thanks everyone, > > Eric > > On Sun, Nov 15, 2009 at 2:42 PM, Chris Riccobono <crysalim@xxxxxxxxx> > wrote: > >> > >> I just want to say Eric that i've been following the thread between > >> you and Katie and I really appreciate you writing this. It gives me > >> renewed faith in the project. > >> > >> This really helps us out a lot, because like you said, you were put in > >> the position of producer/supervisor by default. You and Alan are the > >> founders of the game so to speak so that's just how the chain of > >> command has trickled down. > >> > >> I think I can really get excited about stuff again with the things > >> you've suggested :) lemme talk about the peer review thing: we do sort > >> of have that going on already, but we just need to make everyone feel > >> like they're getting that input listened to, or make them feel > >> comfortable enough to suggest things that are needed. > >> > >> About the executive producer, we should pick someone everyone would > >> feel comfortable enough with to bash on (cuz that's gonna happen no > >> matter what), but confident enough in to give ideas to. > >> > >> On Sun, Nov 15, 2009 at 11:03 AM, eric drewes <figarus@xxxxxxxxx> > wrote: > >> > here's my official opinion of the situation: > >> > we have a ton of really great creative talent, a brilliant coder and a > >> > really awesome premise. we have a ton of people who love gaming who > >> > want to > >> > produce a quality classic. My dream for this game is for it to be a > >> > masterpiece of sorts that maximizes its potential. but there are some > >> > problems... > >> > by default alan and I are in charge, but neither of us are experienced > >> > as > >> > project managers and neither of us are really good in that job. We > >> > have > >> > tried at various times to keep with weekly updates, etc. in order to > >> > keep > >> > everyone (including ourselves) on track and the game progressing... > >> > these > >> > attempts have failed for one reason or another, and in my opinion its > >> > because there's nothing really to hold any of us accountable, there > are > >> > no > >> > checks and balances, no consequences to blowing off > >> > assignments/projects/etc. and lets face it, this is an unpaid gig and > >> > we're > >> > all busy people and often times we have to make sacrifices, the game > >> > thus > >> > far has been something easy to push aside... With the talent we have > on > >> > art > >> > team, the three options alan presented shouldn't even need to be > >> > exercised, > >> > I really think we have the people to get the art done, if properly > >> > motivated > >> > we could get all of milestone 1 including the > >> > temple completely finished art > >> > wise by the end of the month, we just need a driver to keep the talent > >> > (myself included) producing and on track. The problem is, we need > >> > someone > >> > with experience and knowledge to fill that executive producer role > and I > >> > have failed at it, I am just not good at being the person who keeps > >> > schedules and keeps things organized, its not in my disposition to be > >> > the > >> > boss in that respect. I'm not a supervisor. It was sort of my job by > >> > default and i suck at it. > >> > things have been frustrating - frustrating for everyone, and tempers > >> > have > >> > occasionally boiled over because when things aren't going the way we > >> > want > >> > and we try to look for where the problem is, people get angry and it > >> > erupts > >> > into these things. If you want to say that the problem is me for not > >> > keeping the game moving, well I am guilty, because like I said before, > >> > by > >> > default I am the only one to blame. We need someone besides me to > step > >> > up > >> > or we need to bring someone in who can manage the game and take on > that > >> > authority, someone who can tell me when I am not giving people what > they > >> > need or producing the way I need to, someone who can prod people who > >> > have > >> > assignments to finish them, someone who can make sure everyone is > doing > >> > what > >> > they need to be doing to keep the game alive. I can write, design, > draw, > >> > model, I can direct but I can't do that part, its just a role i am > >> > competent > >> > in. I think we could probably do this by committee instead of having > one > >> > head guy in charge, where we structure things like this: > >> > we'll list everyones current assignments, if people are missing a > task, > >> > we > >> > can add those as well. Every single person will give a time estimate > >> > for > >> > when they think their current project will be finished and we as peers > >> > will > >> > hold people accountable for not finishing projects by their deadlines. > >> > Obviously things come up or things take longer to do that originally > >> > estimated (we'll account for that as long as there is an explanation) > >> > but > >> > with strict weekly updates and time estimates it'll be easier for > people > >> > to > >> > say "oh yeah, i need to get that done" - the deadline pressure is a > >> > great > >> > motivator! We could also say if something lingers without progress > for > >> > 2 > >> > weeks, we could offer the project up for reassignment, so that if > >> > someone is > >> > busy/disinterested/dead their task doesn't just not get finished. We > >> > need > >> > to really be strict on this otherwise things will break up into chaos > >> > like > >> > they are now. > >> > Basically we're all new to this, its a huge learning experience and > >> > we're > >> > all in it together, we all have a common goal. When things are going > >> > well, > >> > we will forget this blip in the system but unless we make this change, > >> > things will never ever ever go well. But i think WITH an executive > >> > producer > >> > running things and/or a peer-driven system of checks and balances, we > >> > can > >> > really get this done... and do something amazing. > >> > anyways, those are my official thoughts on it. Lets open the field > for > >> > thoughts/concerns/questions and then tomorrow put together a list of > >> > what > >> > everyone is working on, what they need, their time estimates and sorta > >> > "start over" with a winning plan. > >> > Thanks, > >> > eric > >> > > >> > > >> > > >> > > >> > > >> > > >> > > > > > >