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Working in a team question

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  • S Super Lloyd

    Someone should be the architect and know the stuff well enough that he can write enough application skeleton so that every other developer can happily develop on his own little piece and integrate it seamlessly in the big picture. Other than that everyone can work on the little bit that he likes more...

    A train station is where the train stops. A bus station is where the bus stops. On my desk, I have a work station.... _________________________________________________________ My programs never have bugs, they just develop random features.

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    loctrice
    wrote on last edited by
    #4

    I didn't see your post before I answered >,<

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    • L loctrice

      I didn't see your post before I answered >,<

      S Offline
      S Offline
      Super Lloyd
      wrote on last edited by
      #5

      The more answers, the merrier! :)

      A train station is where the train stops. A bus station is where the bus stops. On my desk, I have a work station.... _________________________________________________________ My programs never have bugs, they just develop random features.

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      • L loctrice

        Just get a good design chart started. Rather than worry about how to break up the team, just make sure it's modular (weather it's a functional chart, object design, etc) and then just work on it one piece at a time. Then anyone can pull from any part, and no one gets assigned a specific role.

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        venomation
        wrote on last edited by
        #6

        So far it seems that a key pattern is, someone overlook the flow of information through the system and the others can add to it over time somewhat multi-responsibly. Big Grin | :-D Similar answer to what me and the team thought, but we are noobs - what do we know? xD

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        • S Super Lloyd

          Someone should be the architect and know the stuff well enough that he can write enough application skeleton so that every other developer can happily develop on his own little piece and integrate it seamlessly in the big picture. Other than that everyone can work on the little bit that he likes more...

          A train station is where the train stops. A bus station is where the bus stops. On my desk, I have a work station.... _________________________________________________________ My programs never have bugs, they just develop random features.

          M Offline
          M Offline
          Mohibur Rashid
          wrote on last edited by
          #7

          Its a good one, If only one person do the skeleton then the application will look like an application done by a team as one. It will be neat.

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          • V venomation

            Hello I am about to work in a team of four (all programmers) on a small game at university. It should take around three to four months of development time and I have hit a wall already! What roles could be subdivided logically in such a small team? Looking on-line only really shows how larger teams are broken down, for example one person working on the GUI is probably over kill for what we need, yet I still don't know what roles we could assign... Any suggestions? :laugh: Also we have a similar skill set, so speciality based on skills wont really come into play.

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            L Offline
            Lost User
            wrote on last edited by
            #8

            For uni purposes, I'd agree on the basics of the game, and have: a) one person assigned to documenting what it is to do. b) one person would be assigned to obtain resources (sound, graphics) and provide routines to supply them (Playsound(), ShowSprite() etc. c) one person design the main game logic d) one person as the final assembler - putting it all together, testing and doing things like menus You can then assign the roles according to availability (i.e. the documenter needs to get his act together earlier, but will be finished earlier too) person b) may need help, depending on what framework / language you are using. person c) may need help, depending on the game complexity person d) may need help, depending on how well a) b) and c) did!!!! The idea is that a) drafts the documented game design. b) can provide some quick sound and video routines - enough to display something and make a noise and c) and work on the logic, based on a) and b) initial work a) and b) can continue to improve their parts - depending on feedback from the others (e.g. the initial design is far too complex, change the docco!) Person d) can write the framework of the menu, help or whatever, ready to slot in the game logic sound and graphics of course, you should try to work together rather than in isolation - but I reckon splitting it like that will give good mileage for a uni project The critical point in all this is person c) so (s)he should maybe be the driver of the project - i.e. if they need help, the others come a-runnin'

            MVVM# - See how I did MVVM my way ___________________________________________ Man, you're a god. - walterhevedeich 26/05/2011 .\\axxx (That's an 'M')

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            • L Lost User

              For uni purposes, I'd agree on the basics of the game, and have: a) one person assigned to documenting what it is to do. b) one person would be assigned to obtain resources (sound, graphics) and provide routines to supply them (Playsound(), ShowSprite() etc. c) one person design the main game logic d) one person as the final assembler - putting it all together, testing and doing things like menus You can then assign the roles according to availability (i.e. the documenter needs to get his act together earlier, but will be finished earlier too) person b) may need help, depending on what framework / language you are using. person c) may need help, depending on the game complexity person d) may need help, depending on how well a) b) and c) did!!!! The idea is that a) drafts the documented game design. b) can provide some quick sound and video routines - enough to display something and make a noise and c) and work on the logic, based on a) and b) initial work a) and b) can continue to improve their parts - depending on feedback from the others (e.g. the initial design is far too complex, change the docco!) Person d) can write the framework of the menu, help or whatever, ready to slot in the game logic sound and graphics of course, you should try to work together rather than in isolation - but I reckon splitting it like that will give good mileage for a uni project The critical point in all this is person c) so (s)he should maybe be the driver of the project - i.e. if they need help, the others come a-runnin'

              MVVM# - See how I did MVVM my way ___________________________________________ Man, you're a god. - walterhevedeich 26/05/2011 .\\axxx (That's an 'M')

              B Offline
              B Offline
              bryce
              wrote on last edited by
              #9

              yes, and shout at them a lot. They will respect you for that. Bryce

              MCAD --- To paraphrase Fred Dagg - the views expressed in this post are bloody good ones. --
              Our kids books :The Snot Goblin, and Book 2 - the Snotgoblin and Fluff The Snotgoblin for the Ipad

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              • B bryce

                yes, and shout at them a lot. They will respect you for that. Bryce

                MCAD --- To paraphrase Fred Dagg - the views expressed in this post are bloody good ones. --
                Our kids books :The Snot Goblin, and Book 2 - the Snotgoblin and Fluff The Snotgoblin for the Ipad

                L Offline
                L Offline
                Lost User
                wrote on last edited by
                #10

                i found beer more effective!

                MVVM# - See how I did MVVM my way ___________________________________________ Man, you're a god. - walterhevedeich 26/05/2011 .\\axxx (That's an 'M')

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                • L Lost User

                  i found beer more effective!

                  MVVM# - See how I did MVVM my way ___________________________________________ Man, you're a god. - walterhevedeich 26/05/2011 .\\axxx (That's an 'M')

                  A Offline
                  A Offline
                  Andy_L_J
                  wrote on last edited by
                  #11

                  Then Shouting them :beer: is the ultimate management tool. :thumbsup:

                  I don't speak Idiot - please talk slowly and clearly 'This space for rent' Driven to the arms of Heineken by the wife

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                  • A Andy_L_J

                    Then Shouting them :beer: is the ultimate management tool. :thumbsup:

                    I don't speak Idiot - please talk slowly and clearly 'This space for rent' Driven to the arms of Heineken by the wife

                    L Offline
                    L Offline
                    Lost User
                    wrote on last edited by
                    #12

                    A five, Sir, for linguistic ingenuity!

                    MVVM# - See how I did MVVM my way ___________________________________________ Man, you're a god. - walterhevedeich 26/05/2011 .\\axxx (That's an 'M')

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                    • L Lost User

                      A five, Sir, for linguistic ingenuity!

                      MVVM# - See how I did MVVM my way ___________________________________________ Man, you're a god. - walterhevedeich 26/05/2011 .\\axxx (That's an 'M')

                      A Offline
                      A Offline
                      Andy_L_J
                      wrote on last edited by
                      #13

                      _Maxxx_ wrote:

                      A five, Sir, for linguistic ingenuity!

                      You are a gentleman.:thumbsup:

                      I don't speak Idiot - please talk slowly and clearly 'This space for rent' Driven to the arms of Heineken by the wife

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                      • A Andy_L_J

                        _Maxxx_ wrote:

                        A five, Sir, for linguistic ingenuity!

                        You are a gentleman.:thumbsup:

                        I don't speak Idiot - please talk slowly and clearly 'This space for rent' Driven to the arms of Heineken by the wife

                        L Offline
                        L Offline
                        Lost User
                        wrote on last edited by
                        #14

                        That's what you think :)

                        MVVM# - See how I did MVVM my way ___________________________________________ Man, you're a god. - walterhevedeich 26/05/2011 .\\axxx (That's an 'M')

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                        • L Lost User

                          That's what you think :)

                          MVVM# - See how I did MVVM my way ___________________________________________ Man, you're a god. - walterhevedeich 26/05/2011 .\\axxx (That's an 'M')

                          A Offline
                          A Offline
                          Andy_L_J
                          wrote on last edited by
                          #15

                          What I think does not really matter (Damned Banana Bender) now does it!?

                          I don't speak Idiot - please talk slowly and clearly 'This space for rent' Driven to the arms of Heineken by the wife

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                          • V venomation

                            Hello I am about to work in a team of four (all programmers) on a small game at university. It should take around three to four months of development time and I have hit a wall already! What roles could be subdivided logically in such a small team? Looking on-line only really shows how larger teams are broken down, for example one person working on the GUI is probably over kill for what we need, yet I still don't know what roles we could assign... Any suggestions? :laugh: Also we have a similar skill set, so speciality based on skills wont really come into play.

                            M Offline
                            M Offline
                            Michael Bergman
                            wrote on last edited by
                            #16

                            venomation wrote:

                            What roles could be subdivided logically in such a small team?

                            Height, weight, and age. Not necessarily in that order.

                            m.bergman

                            For Bruce Schneier, quanta only have one state : afraid.

                            To succeed in the world it is not enough to be stupid, you must also be well-mannered. -- Voltaire

                            Honesty is the best policy, but insanity is a better defense. -- Steve Landesberg

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                            • M Michael Bergman

                              venomation wrote:

                              What roles could be subdivided logically in such a small team?

                              Height, weight, and age. Not necessarily in that order.

                              m.bergman

                              For Bruce Schneier, quanta only have one state : afraid.

                              To succeed in the world it is not enough to be stupid, you must also be well-mannered. -- Voltaire

                              Honesty is the best policy, but insanity is a better defense. -- Steve Landesberg

                              A Offline
                              A Offline
                              Andy_L_J
                              wrote on last edited by
                              #17

                              Michael Bergman wrote:

                              Height, weight, and age

                              I think 'Front Bumps' should be in the criteria.

                              I don't speak Idiot - please talk slowly and clearly 'This space for rent' Driven to the arms of Heineken by the wife

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                              0
                              • V venomation

                                Hello I am about to work in a team of four (all programmers) on a small game at university. It should take around three to four months of development time and I have hit a wall already! What roles could be subdivided logically in such a small team? Looking on-line only really shows how larger teams are broken down, for example one person working on the GUI is probably over kill for what we need, yet I still don't know what roles we could assign... Any suggestions? :laugh: Also we have a similar skill set, so speciality based on skills wont really come into play.

                                L Offline
                                L Offline
                                Lost User
                                wrote on last edited by
                                #18

                                They'll only let you down, do it all yourself

                                1 Reply Last reply
                                0
                                • A Andy_L_J

                                  What I think does not really matter (Damned Banana Bender) now does it!?

                                  I don't speak Idiot - please talk slowly and clearly 'This space for rent' Driven to the arms of Heineken by the wife

                                  L Offline
                                  L Offline
                                  Lost User
                                  wrote on last edited by
                                  #19

                                  Not one jot, sir, not one jot.

                                  MVVM# - See how I did MVVM my way ___________________________________________ Man, you're a god. - walterhevedeich 26/05/2011 .\\axxx (That's an 'M')

                                  1 Reply Last reply
                                  0
                                  • L Lost User

                                    For uni purposes, I'd agree on the basics of the game, and have: a) one person assigned to documenting what it is to do. b) one person would be assigned to obtain resources (sound, graphics) and provide routines to supply them (Playsound(), ShowSprite() etc. c) one person design the main game logic d) one person as the final assembler - putting it all together, testing and doing things like menus You can then assign the roles according to availability (i.e. the documenter needs to get his act together earlier, but will be finished earlier too) person b) may need help, depending on what framework / language you are using. person c) may need help, depending on the game complexity person d) may need help, depending on how well a) b) and c) did!!!! The idea is that a) drafts the documented game design. b) can provide some quick sound and video routines - enough to display something and make a noise and c) and work on the logic, based on a) and b) initial work a) and b) can continue to improve their parts - depending on feedback from the others (e.g. the initial design is far too complex, change the docco!) Person d) can write the framework of the menu, help or whatever, ready to slot in the game logic sound and graphics of course, you should try to work together rather than in isolation - but I reckon splitting it like that will give good mileage for a uni project The critical point in all this is person c) so (s)he should maybe be the driver of the project - i.e. if they need help, the others come a-runnin'

                                    MVVM# - See how I did MVVM my way ___________________________________________ Man, you're a god. - walterhevedeich 26/05/2011 .\\axxx (That's an 'M')

                                    V Offline
                                    V Offline
                                    venomation
                                    wrote on last edited by
                                    #20

                                    Thanks for a nice logical separation of responsibilities :-D

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                                    0
                                    • V venomation

                                      So far it seems that a key pattern is, someone overlook the flow of information through the system and the others can add to it over time somewhat multi-responsibly. Big Grin | :-D Similar answer to what me and the team thought, but we are noobs - what do we know? xD

                                      M Offline
                                      M Offline
                                      Mark_Wallace
                                      wrote on last edited by
                                      #21

                                      More like one person should create the initial overview and structure that can be used for reference, and then step back and just be a normal team member, picking up coding tasks like everyone else. If re-thinks are needed, they can either be handled by discussion within the team, or by re-appointing one team member (not necessarily the same one) to the architectural role.

                                      I wanna be a eunuchs developer! Pass me a bread knife!

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                                      • V venomation

                                        Hello I am about to work in a team of four (all programmers) on a small game at university. It should take around three to four months of development time and I have hit a wall already! What roles could be subdivided logically in such a small team? Looking on-line only really shows how larger teams are broken down, for example one person working on the GUI is probably over kill for what we need, yet I still don't know what roles we could assign... Any suggestions? :laugh: Also we have a similar skill set, so speciality based on skills wont really come into play.

                                        S Offline
                                        S Offline
                                        sweMesSer
                                        wrote on last edited by
                                        #22

                                        I'm not sure you really should subdivide it into roles other than "let one guy make the calls in collaboration with the others". In game development this is commonly referred to as "lead programmer". Give this person responsibility to set up a time plan, discuss it with other people (designers, graphic artists, project leader ...) Once you have a timeplan you see what needs to be done, then just make sure that every programmer on the team has something to do every day and be sure to divide the tasks between you. Making sure that everyone gets something fun to do during the timespan that they can look forward to.

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                                        • V venomation

                                          Hello I am about to work in a team of four (all programmers) on a small game at university. It should take around three to four months of development time and I have hit a wall already! What roles could be subdivided logically in such a small team? Looking on-line only really shows how larger teams are broken down, for example one person working on the GUI is probably over kill for what we need, yet I still don't know what roles we could assign... Any suggestions? :laugh: Also we have a similar skill set, so speciality based on skills wont really come into play.

                                          0 Offline
                                          0 Offline
                                          0bx
                                          wrote on last edited by
                                          #23

                                          No roles, here's why: Let's keep it simple and say you have to build a web application. You have one html/css guy, one hosting guy and one usercontrol programmer guy. Now, suppose either one of them dies. What will happen to the project? It will be doomed! X| Better is to divide the project into small steps and make clear agreements who will/can finish which step at what given time. Have short meetings regularly to see if there are any unforeseen problems so you can change course or shift the schedule. The big advantage of a task-oriented approach is that it's concrete, everyone has equal control/responsibility over the project; so there's less nagging. :thumbsup:

                                          Giraffes are not real.

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