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Working in a team question

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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.

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      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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                          • 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
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                            • 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')

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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')

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

                                Thanks for a nice logical separation of responsibilities :-D

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                                • 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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                                      • 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
                                        Stavros Bizelis
                                        wrote on last edited by
                                        #24

                                        i guess you have an idea of the game you want to create... if developing the game is the only thing thats left then you need to discuss about the roles... so...i guess in such small team you cant just have a role.. you may need to have 2 or three roles each. discuss about each ones preferences and field of knowledge each would like to explore... but there are many parameters at which you should look at... is the game 2d or 3d?? will you use an game engine or are you going to make it from scratch??? :confused: my suggestion is that you should try to look on the parameters of the game and then start giving roles... some specific roles may need even two programmers to work in a subgroup... :cool: PS. someone has to be also game or discussion manager... democracy doesn't work well in these kind of situations as far as i know... :laugh:

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                                        • S Stavros Bizelis

                                          i guess you have an idea of the game you want to create... if developing the game is the only thing thats left then you need to discuss about the roles... so...i guess in such small team you cant just have a role.. you may need to have 2 or three roles each. discuss about each ones preferences and field of knowledge each would like to explore... but there are many parameters at which you should look at... is the game 2d or 3d?? will you use an game engine or are you going to make it from scratch??? :confused: my suggestion is that you should try to look on the parameters of the game and then start giving roles... some specific roles may need even two programmers to work in a subgroup... :cool: PS. someone has to be also game or discussion manager... democracy doesn't work well in these kind of situations as far as i know... :laugh:

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                                          venomation
                                          wrote on last edited by
                                          #25

                                          Thanks again for the helpful feedback! :-D From all of the replies we decided that it would be best to: x - Not assign global roles x - Assign "local" roles on a per scenario/stint basis We might still have a lead programmer role somewhere in there, but over all we will tackle subdivision depending on the problem. - Thanks again :laugh:

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