作者twoWeek ()
看板GameDesign
标题Re: [翻译] Online prjects and motivation
时间Thu Aug 5 23:15:10 2010
帮翻一下,顺便加点自己的想法。
: 2. Join a project believing a lot of tangible/end usable work has been done
: and as soon as they get access to the inner circle feel that every thing was
: just smoke and mirrors and is nothing more than just sugar coated talk.
: 决定加入前,以为一些繁杂/底层的工作已经被别人做完了.但是进入状况後才发现一堆事
: 情都还没具体成型.
(因此觉得这专案的一切都是空口说白话)
: 3. Want to be part of something but feel that everyone else will teach them
: or carry them along to greatness.
: 想要被指导.
(想参与却误以为会因此被罩到超强)
-> 这个相信大家玩线上游戏都拉不下脸想的事,
在现实生活的「学习」过程中却很容易希望它发生…
事实是,主动的学习跟在学校的被动学习比起来,虽然困难得多,但也能给你更多…
每个人都有自己擅长跟不擅长的事(连学校老师都不是每个都会教书了,
想也知道擅长技术面「而且」擅长教别人的人更是少之又少嘛),
要主动了解自己跟他人的优缺点,
努力埋头钻研到有知识广度才有可能与人互相讨论、学习到东西。
: 4. Everyone wants to be the idea guy/gal and getting in on the ground floor
: everyone pulls in a different direction or trys to inject their own personal
: goals in everything they actualy do.
: 都想做设计,使得每个人实做的方向都不一样.
(每个人都想当「那个出点子的家伙」,然後在起步时每个人就都把焦点往不同方向拉,
或者把所有事都扯上自己个人的目标)
: 5. Feels that they are only here to be the designer and drops the project
: when they feel the coders or artists (if any) are not doing anything or what
: they want.
: 都想做设计,但发现其他人(包含美术)不照他们的想法做事.
(或者觉得程式跟美术─如果有美术的话…─没在作「自己想要他们作的」事就不想干了)
: 6. Are not aware of the large dead zone periods where there is nothing to
: show and jump ship feeling it is not moving at their pace.
: 丝毫感觉不到专案期限,以至於工作停留在原地.
(不知道有时候会暂时没有可见的成果,觉得事情没按照他们预期的步调走,就跑了)
: 7. View it as a personal elective that they do not have to do so they feel
: that any sort of procrastination is fine since any work they do is worth more
: than what they are getting in return (that is nothing).
: 因为专案没有回报,因此延迟没关系,作任何(其他的)事都好过於进行专案.
(觉得因为是志愿参加的所以延宕也没关系,反正作任何一点点付出都是很大的贡献,
或者说至少比自己的收获多(因为根本没收获嘛))
: 8. Like shinny new things and will move on to another project if it looks
: like it has more people interested or that it will go farther.
: 随意的跳槽到另一个比较有前景的专案.
(喜新厌旧所以觉得其它专案人比较多或可能比较有前景就跑了)
: 9. Everyone is in different locations around the world and have drastically
: different schedules that do not aline with others so ant any given moment it
: feels like you are the only one doing any work.
: 成员分布在世界各地,而且也拥有不同的时程表.导致每个人似乎都独立运作.
(因为有这样的被孤立感,就撑不下去了)
: 10. Feel that they are indeed doing all the work as everyone else sits back
: and slave drives them for something they are giving freely of themselves to
: do.
: 觉得自己是唯一认真的人.其他人只会指挥分派工作.
: 11. Think different tasks depend on other tasks to be finished before they do
: their work (ex. "engine" must be finished before artist start creating
: content, etc.)
: 真的下去作之前都以为那部份要等别人先完成.(比如说引擎要先完成才能开始制作美术内
: 容)
: 12. Honestly do not know where to start for a good foundation and everyone
: scatters to different parts they believe are more important.
: 不知道从何处开始.或是随意抓取那些自认为重要的元件.
: 13. Do not like the coding style of everyone else and gives up on "princple".
: 仅因为原则否定其他人的写作风格.
(吞不下其它任何人的 coding style 所以就为了「原则问题!」而跑了)
: 14. Different levels of experience clash.
: 工作经验差距太大.
: 15. It was nothing more than an impulse moment and just kind of forget about
: it because it really did not mean that much to them in the first place.
: 等待灵光一闪的idea出现後才开始.
(一开始就根本只是一时兴起,慢慢就根本忘了有这回事…基本上就是从来没放在心上)
: 16. The person who started the project usually is the one who trys to take
: the leadership role even if their skill set is not fully up to par with
: managing a larger team and more times than not are not open to taking some
: one elses lead in return.
: 专案发起人总是想管理.
(发起人自以为是领导者,即使自己管不太动比较大的团队也不肯让别人帮忙带领)
: 17. Do not want to take suggestions from the people with real experience or
: at least the ones who have tried a particular route and maybe even failed (I
: see the wheel re-invented over and over with wrong paths retaken just because
: people do not want to listen to honest advice out of spite).
: 不接受有经验人员的意见.(譬如说不要重新造轮子)
(有些事根本就有团队成员试过也失败过了大家还是根本听不进去)
: 18. Some people are driven by what you can see and play with and sometimes if
: it does not get to that point soon enough the non-technical people usually
: drift away.
: 看到有成果能玩才会继续留下来,尤其是那些技术能力较低的成员.
: 19. More people worry about making engines than games or planning for a
: future of re-usability and expandability that more than likely even with
: success will not come.
: 不想制作一个能重新利用且有扩充性的引擎元件.导致专案无法完成.
这个反了…
(比起游戏本身,过份担心游戏引擎的制作或者以後可以重复利用啦扩充啦什麽鸟的
那些即使成功的游戏也不会有的东西)
: 20. Really are not into it more than to have a social group that they can
: brag about.
: 只是想获取名声.
「欸~我跟你说我是某某团队的一员喔开发超忙的~~」
: 21. Spend more time in idle planning and endless research for the "silver
: bullet" solution that nothing ever happens since they believe they have all
: the time they want.
: 花太多时间在研究银子弹(无法完成的技术方法).导致於什麽也没作.
(因为他们以为自己时间多)
: 22. Feel that no work can be done until they get more people or every
: "position" seat is filled.
: 只想等人员到齐才开始.
没美术啊~音效又不会作~不如打电动去吧~在找到所有人之前~研究电玩欣赏先啊哈哈
: 23. Hold out hopping to nab a professional to fix all their problems.
: 只想等个专家来帮他们解决问题.
: 24. Aim too high and never target a project with a subset of tasks that are
: best suited to the people at hand.
: 目标太高,而从未将专案解构为小工作,以至於每个人都没办法接下工作.
(将目标分解为「目前手边成员能作的」工作)
: 25. People just get dropped in with the basic feeling from others that they
: should know what they should do and work on right off the bat.
: 只是因为一个"其他人都该知道该怎麽作"想法(而发现其他人没有)而离开.
(基本上就是想说一跳进来就应该马上可以知道该作啥、直接开始作事…)
-> 能作的事要自己熟悉环境找吧?
: 26. They never do any small team building projects to get used to everyone
: and have early sucesses.
: 从未参与小组工作或完成专案过.
(没参与一些小型的东西,没办法跟大家混熟或得到一点成就感?)
: 27. Various age ranges and mental/physical maturity that may or may not be
: shared with others that causes clashes or misunderstandings do to how they
: talk or express themselves.
: 成员间年龄相差过大导致沟通不良,因此造成代沟或误解.
: 28. Ideas really are a dime a dozen and people become so inflexible to
: changing anything that they sabbotage what can be done for what they beleive
: should be done to the letter.
: 过份强调创意的不可侵犯性,导致专案没有弹性.(改变目标就是破坏信仰)
(本来可能可以完成一些不错的东西,只因为跟原本想法差一点点不符,就自爆了)
: 29. Everyone is a zealot over something, be it os, compiler, editor, art
: tools, or coding style and fight over thigns that really do not matter.
: 对於技术过於狂热,并互相争执那些(对专案)一点也不重要的事.
: 30. Just do not speak up and feel nothing is worth fighting over and just
: leave in silence never to be heard from again.
: 从未表达,而且再也听不到他的出现.
... 这一定是外国人看我们亚洲人 ...
: This list is no where close to being exhaustive and could go on and on but is
: meant just to give a rough idea of some of the difficulties involved. So
: yeah, this is basically venting some frustrations I have come across and I am
: sure you and other have as well. There is no single solution or best pratice
: is this case since these sorts of groups are all over the spectrum. The only
: real solid advice is keep all these things in mind and understand what makes
: people tick and what they think and feel (like from the list above) and work
: to improve all the points even if it ends up being yourself and or your
: project itself.
: 这份清单可以不断变长,但只是粗略地提出一些团队会遇到的困难.基本上只是说明我曾经
: 遇过且我坚信其他团队必定会遇到的问题.
: 对於各式各样的团队而言,没有单一或最佳的解答.
: 唯一的方法就是全盘都考量,而且持续了解激励(或使他们失去动机)每个成员的要素.
: 持续有进展,即便那些都变成自己的工作.要不然就好好保护自己.
: Nihathrael Member since: 7/21/2010 From: Freising
: Posted - 7/21/2010 4:34:00 AM
: Joining a new project with an existing code base means working into a lot of
: code, this often seems like a big hurdle for especially fairly novice
: programmers to take.
: 加入一个已经有进行中专案的团队意思是有一堆程式码,对於那些真正的新手来说是一个
: 大挑战.
读 code 比写 code 更难..
: It's the expectation of "I'm joining this new project and i'm going to change
: the world by doing it" which makes a lot of people leave quickly, when they
: see it's not going to happen.
: "期待加入新团队就能改变世界"的想法通常会导致离开.
: Most of the people still underestimate the work they have to do, even if you
: tell them it's going to be a lot, so don't worry to much about scaring them
: away.
: 面试的时候先恐吓新人,避免他(对成果)有过高的期待.(对工作则是过低.)即使会吓跑一
: 些人.
(大部份的人都会低估东西的难度,即使你跟他们说明那超多也是一样,
所以不用担心讲清楚会把人吓跑。)
: Here are some counter measures that can help (again, in my experience):
: 一些建议:
: - Make clear to new people that working on a project takes a lot of time and
: is not always fun but even work sometimes
: 明白的告诉新人,工作会很多,而且大多时间没什麽乐趣.
(不是一直都很好玩)
: - Make them contribute their first 3 fixes through patches before you give
: them repository access (It won't bother them and it will help you keep the
: repo clear of unnecessary users)
: 至少三个更新之後才把Repository的权限放给新人.
(一般人不会在意,而且可以减少不必要的 repo user )
: - Comment your code (yes it's that simple)
: 写注解.
(对,就是那麽简单。)
: - Have a bug tracker so people can find themselves tasks easily (and most
: importantly, without relying on your help. Working autonomously feels great!)
: 使用错误追踪,让每个人都知道该负责的工作.(而不是老来问你要干麽.)
不用 bug tracker 列出清单真的会让人不知道要干啥…
(而且大家自己找工作来完成、帮上忙的感觉超爽!)
: - Let the new contributer choose on what he wants to work
: 让新人在工作清单上选择他想要进行的工作.
: - We have an in-code tutorial which takes you through the important classes.
: It's basically comments inside the code explaining what each portion of code
: does on a fairly high level and then says "To continue your journey, now
: check out xyz.file". It's a little adventure through the code if you will. A
: lot of new folks have found it quite helpful.
: 我们有一个程式码层级的新手教学.意思是透过注解让你了解这些注解的目的.与档案间的
: 连结.这很有帮助(译注:帮助了解专案,同时维持coding style)
(很多新人都觉得这很有帮助)
「code 里有 quest!!! 快解!!!」
: - Make sure you thank the contributer for his contributions! In open source
: world this is all they are going to get! So if someone supplies a patch,
: thank him for it. If he continually contributes, add him to the credits. I
: know this hard for us computer folks, but saying "Thank you!" really is a
: great motivation.
: 对於完成工作的成员表示肯定,公开的把他放在工作人员名单上.
(在 open source 的世界,这就是大家唯一得到的 credit!!!
有人给 patch 就要感谢他一下,如果他持续帮忙,就把他加上去。
我知道这个对我们电脑人满难的,不过记得说声「3Q!」真的会给大家动力)
: - Make them feel part of a team. Always talk in terms of "we are releasing a
: new version where we implemente a, b and c." "We have to tackle this new
: problem", etc.
: 工作像个团队,让团队持续跟上发布新版本的计画.让大伙知道问题被实际解决.
(让大家觉得自己是被当成团队的一员,说话(写信)的时候用词要注意说
「我们 release 了这个…」
「我们在这个版本实作了这些…」,
「接下来我们要一起把这个干掉…」之类的)
: - Create an IRC channel where you meet up with people regularly(this can be
: hard if you live in different time zones) and require regular contributers to
: join when they work on the game or even better always when they are online.
: Again this is a team building experience to everyone and you get to know each
: other fairly well. This will also help new people as if experienced
: contributers are online as often as possible, rather simple questions can be
: answered quickly instead of taking the new guy ages to figure out.
: 建立即时通讯的管道,更好的情况是随时都是上线的.让成员间多了解彼此.快速回答问题.
(如果大家时区不同可能有点难)
--
※ 发信站: 批踢踢实业坊(ptt.cc)
◆ From: 114.45.8.211
1F:推 F23ko:美术、程设、音乐通通自己来,就什麽问题都没有了﹨(╯▽╰) 08/05 23:22
2F:推 ddavid:这世界上就是真的有这种人,这个人是神主ZUN,结果他的东方 08/05 23:26
3F:→ ddavid:系列现在是最红的同人系列作品之一。 08/05 23:27
4F:推 F23ko:神主本身有音乐跟程式背景喔..... 08/05 23:27
5F:→ F23ko:我通通是0啊..... 08/05 23:28
7F:→ ddavid:我也并不是说每个人都该通通自己来咩XD 08/05 23:29
8F:→ ddavid:只是说神人都是确实存在的XD 08/05 23:31
9F:推 whatzzz:神主也是天时地利人和啦...现在要跟他做一样的东西没搞头w 08/05 23:33
10F:→ ddavid:然後如果有些人老是畏於与人合作、或老是怪罪他人不跟他好 08/05 23:33
11F:→ ddavid:好配合,那你就可以搬出这例子来跟他讲「不爽的话你就努力 08/05 23:34
12F:→ ddavid:成为神人,一切就都解决了」XD 08/05 23:34
13F:推 whatzzz:等SC2的编辑器活络吧 我觉得一定会出现怪东西的XDD 08/05 23:35
14F:→ whatzzz:就跟当年的Dota一样 08/05 23:36
15F:推 F23ko:其实.... 熟悉一套编辑器需要的时间不短..... 08/05 23:38
16F:推 ddavid:但是绝对比写一套游戏来得短 08/05 23:39
17F:推 whatzzz:如果只是要拱红一个玩法或一些角色 这种平台够简单了 08/05 23:40
18F:推 F23ko:用别人的编辑器,弹性会受限制。当编辑器给的限制越小,那也 08/05 23:40
19F:→ F23ko:意味着那个编辑器越难学。 所以..... 我之前的结论是..... 08/05 23:41
20F:→ F23ko:认真的去学一套程式算了。 所以我去学C#.....C++虽然更威, 08/05 23:43
21F:→ F23ko:能用的现成资源更多,但是更难学 = = 08/05 23:43
22F:→ F23ko:C#学到会花了四个月,概略了解XNA架构总共两个月。算一算, 08/05 23:45
23F:→ F23ko:以之前接触rpg制作大师、恋爱游戏制作大师、ro私服脚本而言 08/05 23:45
24F:→ F23ko:这种花费的时间算很短了(三、四倍),但获得的制作弹性更大。 08/05 23:47
25F:→ F23ko:虽然我现在还是很不满「为什麽不能在XNA上直接画图」这点... 08/05 23:48
26F:→ F23ko:虽然,把gdi+抓进来用是解决法,可是好麻烦,又要学新东西 08/05 23:49
27F:推 NDark:推.明天来修错误XD 08/06 00:31
28F:→ Splash5:推bug tracer.. 08/06 02:53
29F:→ fasthall:XNA的学习曲线真的很棒 写个3D引擎不用几个月 08/06 16:57
30F:→ fasthall:会Java的话更快 但是那个可看性又是另一回事了XD 08/06 16:58
31F:推 ddavid:F23ko,你这样又怕弹性不好又怕时间太长的心态不太正确, 08/06 18:14
32F:→ ddavid:选工具是要选到最合适的,而不是样样都最快最好最弹性的:D 08/06 18:15
33F:推 F23ko:跟你说我选择的方向:1.泛用性。现在学的东西,以後可以用到 08/06 19:11
34F:→ F23ko:别的地方去。 08/06 19:12
35F:→ F23ko:再把这个因素除以负出的代价(时间、精神)..... 08/06 19:13
36F:→ F23ko:补充一下,功能强大也是选择的方向之一..... 08/06 19:14
37F:→ F23ko:就在这中间找个「划算」的平衡点..... 08/06 19:17
38F:推 ddavid:可是你说的算式里面很多难以量化XD 08/06 19:21
39F:→ ddavid:比如说学习时间往往是学下去了才知道,开发时间也是,而弹 08/06 19:23
40F:→ ddavid:性其实就是要看你的需求,并不是无限大最好 08/06 19:23
41F:推 ddavid:当然也不是说你方向错,不过要弹性越大就要从头学越多东西 08/06 19:25
42F:→ ddavid:这其实很合理,因为你全部想自己来XD 08/06 19:26
43F:推 F23ko:通常两天就能知道一个工具的「极限」跟「代价」要多少了.... 08/06 19:57
44F:→ F23ko:其实我选用「工具」的方法不仅仅用在游戏制作上,其他方面也 08/06 20:03
45F:→ F23ko:也是靠这一套去看看要不要学..... 我接触很多领域,不过都只 08/06 20:04
46F:→ F23ko:是玩票性质。 08/06 20:04
47F:推 ddavid:可是有些工具是易学难精,前面觉得你很快就可以做出一个游 08/06 20:28
48F:→ ddavid:戏而且很有发展性,後面才会发现很细的功能其实要花很大的 08/06 20:29
49F:→ ddavid:心力去弄XD 08/06 20:29
50F:→ ddavid:当然啦,你很强调泛用性跟发展性,那你选择直接从程式语言 08/06 20:29
51F:→ ddavid:开始当然就是没错的,只是如果真的样样都想能自由改变,那 08/06 20:30
52F:→ ddavid:当然也就是要样样自己学自己来了,这也是没办法的事。 08/06 20:31
53F:→ ddavid:但其实我会比较建议你先用别人写好的东西,发现有不足的部 08/06 20:31
54F:→ ddavid:分再补上自己写的。 08/06 20:32
55F:推 F23ko:找的到的话我当然会用..... 08/06 20:54