GameDesign 板


LINE

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
6F:→ ddavid:http://goo.gl/IXjY 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







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icon.png[问题] 请问补牙材质掉了还能再补吗?(台中半年内
icon.png[问题] 44th 单曲 生写竟然都给重复的啊啊!
icon.png[心得] 华南红卡/icash 核卡
icon.png[问题] 拔牙矫正这样正常吗
icon.png[赠送] 老莫高业 初业 102年版
icon.png[情报] 三大行动支付 本季掀战火
icon.png[宝宝] 博客来Amos水蜡笔5/1特价五折
icon.pngRe: [心得] 新鲜人一些面试分享
icon.png[心得] 苍の海贼龙 地狱 麒麟25PT
icon.pngRe: [闲聊] (君の名は。雷慎入) 君名二创漫画翻译
icon.pngRe: [闲聊] OGN中场影片:失踪人口局 (英文字幕)
icon.png[问题] 台湾大哥大4G讯号差
icon.png[出售] [全国]全新千寻侘草LED灯, 水草

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