Skill Rework ETA?
Posted: Mon Apr 24, 2023 1:26 am
My BO needs an ST punt thats worth a damn.
Any projected ETA?
Any projected ETA?
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=50768
I will say it for Secrets before Secrets can say it. Apply to join the team and maybe will go faster.
The concept of more developers/staff = faster products is flawed. As team sizes grow inefficiencies also grow. You also have a transition period where it's not expected for developers to realistically contribute much to a project until 2-6 months after they join, as they need to become familiar with the code base, brush up an areas they need to know aside from their core skill set. And essentially get up to speed with the project and development processes unique to that project as a whole. It also assumes he has the skills applicable to join the team.Toshutkidup wrote: Mon Apr 24, 2023 12:38 pmI will say it for Secrets before Secrets can say it. Apply to join the team and maybe will go faster.
A skill revamp (in the sense that you're thinking of) has never been planned.
Inefficiencies with this team are because there are two developers working on it total - dalen and MaxHayman.Scottx125 wrote: Mon Apr 24, 2023 2:42 pmThe concept of more developers/staff = faster products is flawed. As team sizes grow inefficiencies also grow. You also have a transition period where it's not expected for developers to realistically contribute much to a project until 2-6 months after they join, as they need to become familiar with the code base, brush up an areas they need to know aside from their core skill set. And essentially get up to speed with the project and development processes unique to that project as a whole. It also assumes he has the skills applicable to join the team.Toshutkidup wrote: Mon Apr 24, 2023 12:38 pmI will say it for Secrets before Secrets can say it. Apply to join the team and maybe will go faster.
And from what I've heard, the recruitment process isn't as open as it used to be. The devs are very protective over their code base and don't want it falling into the open domain like it did several years ago. If it was up to me the entire project would be open source. But whatever.
I am a CTO IRL and, quite frankly, hats off Secrets for your +20h/weeks on an unpaid project.Secrets wrote: Mon Apr 24, 2023 5:53 pm Inefficiencies with this team are because there are two developers working on it total - dalen and MaxHayman.
If you spend 3 months learning the codebase and a developer has to take 8 hours of their volunteer time training you per week, that's effectively 96 hours they could recoup in the period of a few weeks to a month (I often spent somewhere like 20 hours a week on the project, higher when I was more active)
Hey, great questions! I'm also a lead dev who reports to the CEO directly now, leading a small team about the size of RoR's on a commercial post-production video game product, and I have a not-for-profit hobby game project on the side that is also a 100% 'clean room' (ie; no original game code) emulator.mryay wrote: Mon Apr 24, 2023 6:23 pmI am a CTO IRL and, quite frankly, hats off Secrets for your +20h/weeks on an unpaid project.Secrets wrote: Mon Apr 24, 2023 5:53 pm Inefficiencies with this team are because there are two developers working on it total - dalen and MaxHayman.
If you spend 3 months learning the codebase and a developer has to take 8 hours of their volunteer time training you per week, that's effectively 96 hours they could recoup in the period of a few weeks to a month (I often spent somewhere like 20 hours a week on the project, higher when I was more active)
I lead a non-profit project in addition to my daily work (as CTO + lead dev), and it is rare to have people dedicated to "the cause". So all players should thank you, including all devs, past and currently active.
Now, I have to say, I am disappointed in the number of currently active devs given the nature and the proven potential of Return of Reckoning. It makes sense to me why this niche game isn't scaling to the next level, even if it has all ingredients for success.
A few questions, for you and the team:
1) Why not make this game open-source? Or limited-source + open contribution on some assets (events, RVR design, skill designs, quests design, skill redesign), if you are afraid of code proliferation.
2) Is legal arrangement between EA and Gameworkshop a hard showstopper? Or is the team voluntarily limiting itself?
3) Is there other reasons why you wouldn't tap into a larger pool of contributors (amongst the community first) team of dev engineers, data engineers, designer, 3D modelers, Game designers, sound designers, etc?
4) Is the advent of AI, with GPT4/ChatGPT, making (or would make) your life easier?
Of course, nothing is forcing you to answer. But the huge fan in me, a fan of the game and your achievements, would greatly appreciate if you could shed the light on my interrogations.
/salute
Swizz
Completely.
This made me laugh. From "Trustworthy" to "Self-Motivated"-> this is already a great challenge for regular paid work. I am spending too much time on recruiting. And I feel and share your pain if you add the "unpaid work" component.Secrets wrote: Mon Apr 24, 2023 6:44 pm But in my experience, even those folks burn out rather quickly, which is why it's incredibly hard to find people who fit the bills of:
- Trustworthy
- Reliable
- Skilled
- Dedicated
- Self-Motivated
- Willing to contribute without compensation