Re: [翻譯] Online prjects and motivation

看板GameDesign (遊戲設計)作者時間15年前 (2010/08/05 23:15), 編輯推噓17(17038)
留言55則, 6人參與, 最新討論串2/2 (看更多)
幫翻一下,順便加點自己的想法。 : 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. : 決定加入前,以為一些繁雜/底層的工作已經被別人做完了.但是進入狀況後才發現一堆事 : 情都還沒具體成型. (因此覺得這專案的一切都是空口說白話) : 3. Want to be part of something but feel that everyone else will teach them : or carry them along to greatness. : 想要被指導. (想參與卻誤以為會因此被罩到超強) -> 這個相信大家玩線上遊戲都拉不下臉想的事, 在現實生活的「學習」過程中卻很容易希望它發生… 事實是,主動的學習跟在學校的被動學習比起來,雖然困難得多,但也能給你更多… 每個人都有自己擅長跟不擅長的事(連學校老師都不是每個都會教書了, 想也知道擅長技術面「而且」擅長教別人的人更是少之又少嘛), 要主動了解自己跟他人的優缺點, 努力埋頭鑽研到有知識廣度才有可能與人互相討論、學習到東西。 : 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. : 都想做設計,使得每個人實做的方向都不一樣. (每個人都想當「那個出點子的傢伙」,然後在起步時每個人就都把焦點往不同方向拉, 或者把所有事都扯上自己個人的目標) : 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. : 都想做設計,但發現其他人(包含美術)不照他們的想法做事. (或者覺得程式跟美術─如果有美術的話…─沒在作「自己想要他們作的」事就不想幹了) : 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. : 絲毫感覺不到專案期限,以至於工作停留在原地. (不知道有時候會暫時沒有可見的成果,覺得事情沒按照他們預期的步調走,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). : 因為專案沒有回報,因此延遲沒關係,作任何(其他的)事都好過於進行專案. (覺得因為是志願參加的所以延宕也沒關係,反正作任何一點點付出都是很大的貢獻, 或者說至少比自己的收穫多(因為根本沒收穫嘛)) : 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. : 隨意的跳槽到另一個比較有前景的專案. (喜新厭舊所以覺得其它專案人比較多或可能比較有前景就跑了) : 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. : 成員分佈在世界各地,而且也擁有不同的時程表.導致每個人似乎都獨立運作. (因為有這樣的被孤立感,就撐不下去了) : 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. : 覺得自己是唯一認真的人.其他人只會指揮分派工作. : 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為那部份要等別人先完成.(比如說引擎要先完成才能開始製作美術內 : 容) : 12. Honestly do not know where to start for a good foundation and everyone : scatters to different parts they believe are more important. : 不知道從何處開始.或是隨意抓取那些自認為重要的元件. : 13. Do not like the coding style of everyone else and gives up on "princple". : 僅因為原則否定其他人的寫作風格. (吞不下其它任何人的 coding style 所以就為了「原則問題!」而跑了) : 14. Different levels of experience clash. : 工作經驗差距太大. : 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. : 等待靈光一閃的idea出現後才開始. (一開始就根本只是一時興起,慢慢就根本忘了有這回事…基本上就是從來沒放在心上) : 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. : 專案發起人總是想管理. (發起人自以為是領導者,即使自己管不太動比較大的團隊也不肯讓別人幫忙帶領) : 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). : 不接受有經驗人員的意見.(譬如說不要重新造輪子) (有些事根本就有團隊成員試過也失敗過了大家還是根本聽不進去) : 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. : 看到有成果能玩才會繼續留下來,尤其是那些技術能力較低的成員. : 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. : 不想製作一個能重新利用且有擴充性的引擎元件.導致專案無法完成. 這個反了… (比起遊戲本身,過份擔心遊戲引擎的製作或者以後可以重複利用啦擴充啦什麼鳥的 那些即使成功的遊戲也不會有的東西) : 20. Really are not into it more than to have a social group that they can : brag about. : 只是想獲取名聲. 「欸~我跟你說我是某某團隊的一員喔開發超忙的~~」 : 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. : 花太多時間在研究銀子彈(無法完成的技術方法).導致於什麼也沒作. (因為他們以為自己時間多) : 22. Feel that no work can be done until they get more people or every : "position" seat is filled. : 只想等人員到齊才開始. 沒美術啊~音效又不會作~不如打電動去吧~在找到所有人之前~研究電玩欣賞先啊哈哈 : 23. Hold out hopping to nab a professional to fix all their problems. : 只想等個專家來幫他們解決問題. : 24. Aim too high and never target a project with a subset of tasks that are : best suited to the people at hand. : 目標太高,而從未將專案解構為小工作,以至於每個人都沒辦法接下工作. (將目標分解為「目前手邊成員能作的」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. : 只是因為一個"其他人都該知道該怎麼作"想法(而發現其他人沒有)而離開. (基本上就是想說一跳進來就應該馬上可以知道該作啥、直接開始作事…) -> 能作的事要自己熟悉環境找吧? : 26. They never do any small team building projects to get used to everyone : and have early sucesses. : 從未參與小組工作或完成專案過. (沒參與一些小型的東西,沒辦法跟大家混熟或得到一點成就感?) : 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. : 成員間年齡相差過大導致溝通不良,因此造成代溝或誤解. : 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. : 過份強調創意的不可侵犯性,導致專案沒有彈性.(改變目標就是破壞信仰) (本來可能可以完成一些不錯的東西,只因為跟原本想法差一點點不符,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. : 對於技術過於狂熱,並互相爭執那些(對專案)一點也不重要的事. : 30. Just do not speak up and feel nothing is worth fighting over and just : leave in silence never to be heard from again. : 從未表達,而且再也聽不到他的出現. ... 這一定是外國人看我們亞洲人 ... : 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. : 這份清單可以不斷變長,但只是粗略地提出一些團隊會遇到的困難.基本上只是說明我曾經 : 遇過且我堅信其他團隊必定會遇到的問題. : 對於各式各樣的團隊而言,沒有單一或最佳的解答. : 唯一的方法就是全盤都考量,而且持續瞭解激勵(或使他們失去動機)每個成員的要素. : 持續有進展,即便那些都變成自己的工作.要不然就好好保護自己. : 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. : 加入一個已經有進行中專案的團隊意思是有一堆程式碼,對於那些真正的新手來說是一個 : 大挑戰. 讀 code 比寫 code 更難.. : 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. : "期待加入新團隊就能改變世界"的想法通常會導致離開. : 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. : 面試的時候先恐嚇新人,避免他(對成果)有過高的期待.(對工作則是過低.)即使會嚇跑一 : 些人. (大部份的人都會低估東西的難度,即使你跟他們說明那超多也是一樣, 所以不用擔心講清楚會把人嚇跑。) : Here are some counter measures that can help (again, in my experience): : 一些建議: : - Make clear to new people that working on a project takes a lot of time and : is not always fun but even work sometimes : 明白的告訴新人,工作會很多,而且大多時間沒什麼樂趣. (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) : 至少三個更新之後才把Repository的權限放給新人. (一般人不會在意,而且可以減少不必要的 repo user ) : - Comment your code (yes it's that simple) : 寫註解. (對,就是那麼簡單。) : - Have a bug tracker so people can find themselves tasks easily (and most : importantly, without relying on your help. Working autonomously feels great!) : 使用錯誤追蹤,讓每個人都知道該負責的工作.(而不是老來問你要幹麼.) 不用 bug tracker 列出清單真的會讓人不知道要幹啥… (而且大家自己找工作來完成、幫上忙的感覺超爽!) : - Let the new contributer choose on what he wants to work : 讓新人在工作清單上選擇他想要進行的工作. : - 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. : 我們有一個程式碼層級的新手教學.意思是透過註解讓你瞭解這些註解的目的.與檔案間的 : 連結.這很有幫助(譯註:幫助瞭解專案,同時維持coding style) (很多新人都覺得這很有幫助) 「code 裡有 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. : 對於完成工作的成員表示肯定,公開的把他放在工作人員名單上. (在 open source 的世界,這就是大家唯一得到的 credit!!! 有人給 patch 就要感謝他一下,如果他持續幫忙,就把他加上去。 我知道這個對我們電腦人滿難的,不過記得說聲「3Q!」真的會給大家動力) : - 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. : 工作像個團隊,讓團隊持續跟上發布新版本的計畫.讓大伙知道問題被實際解決. (讓大家覺得自己是被當成團隊的一員,說話(寫信)的時候用詞要注意說 「我們 release 了這個…」 「我們在這個版本實作了這些…」, 「接下來我們要一起把這個幹掉…」之類的) : - 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. : 建立即時通訊的管道,更好的情況是隨時都是上線的.讓成員間多瞭解彼此.快速回答問題. (如果大家時區不同可能有點難) -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 114.45.8.211

08/05 23:22, , 1F
美術、程設、音樂通通自己來,就什麼問題都沒有了﹨(╯▽╰)
08/05 23:22, 1F

08/05 23:26, , 2F
這世界上就是真的有這種人,這個人是神主ZUN,結果他的東方
08/05 23:26, 2F

08/05 23:27, , 3F
系列現在是最紅的同人系列作品之一。
08/05 23:27, 3F

08/05 23:27, , 4F
神主本身有音樂跟程式背景喔.....
08/05 23:27, 4F

08/05 23:28, , 5F
我通通是0啊.....
08/05 23:28, 5F

08/05 23:28, , 6F
08/05 23:28, 6F

08/05 23:29, , 7F
我也並不是說每個人都該通通自己來咩XD
08/05 23:29, 7F

08/05 23:31, , 8F
只是說神人都是確實存在的XD
08/05 23:31, 8F

08/05 23:33, , 9F
神主也是天時地利人和啦...現在要跟他做一樣的東西沒搞頭w
08/05 23:33, 9F

08/05 23:33, , 10F
然後如果有些人老是畏於與人合作、或老是怪罪他人不跟他好
08/05 23:33, 10F

08/05 23:34, , 11F
好配合,那你就可以搬出這例子來跟他講「不爽的話你就努力
08/05 23:34, 11F

08/05 23:34, , 12F
成為神人,一切就都解決了」XD
08/05 23:34, 12F

08/05 23:35, , 13F
等SC2的編輯器活絡吧 我覺得一定會出現怪東西的XDD
08/05 23:35, 13F

08/05 23:36, , 14F
就跟當年的Dota一樣
08/05 23:36, 14F

08/05 23:38, , 15F
其實.... 熟悉一套編輯器需要的時間不短.....
08/05 23:38, 15F

08/05 23:39, , 16F
但是絕對比寫一套遊戲來得短
08/05 23:39, 16F

08/05 23:40, , 17F
如果只是要拱紅一個玩法或一些角色 這種平台夠簡單了
08/05 23:40, 17F

08/05 23:40, , 18F
用別人的編輯器,彈性會受限制。當編輯器給的限制越小,那也
08/05 23:40, 18F

08/05 23:41, , 19F
意味著那個編輯器越難學。 所以..... 我之前的結論是.....
08/05 23:41, 19F

08/05 23:43, , 20F
認真的去學一套程式算了。 所以我去學C#.....C++雖然更威,
08/05 23:43, 20F

08/05 23:43, , 21F
能用的現成資源更多,但是更難學 = =
08/05 23:43, 21F

08/05 23:45, , 22F
C#學到會花了四個月,概略了解XNA架構總共兩個月。算一算,
08/05 23:45, 22F

08/05 23:45, , 23F
以之前接觸rpg製作大師、戀愛遊戲製作大師、ro私服腳本而言
08/05 23:45, 23F

08/05 23:47, , 24F
這種花費的時間算很短了(三、四倍),但獲得的製作彈性更大。
08/05 23:47, 24F

08/05 23:48, , 25F
雖然我現在還是很不滿「為什麼不能在XNA上直接畫圖」這點...
08/05 23:48, 25F

08/05 23:49, , 26F
雖然,把gdi+抓進來用是解決法,可是好麻煩,又要學新東西
08/05 23:49, 26F

08/06 00:31, , 27F
推.明天來修錯誤XD
08/06 00:31, 27F

08/06 02:53, , 28F
推bug tracer..
08/06 02:53, 28F

08/06 16:57, , 29F
XNA的學習曲線真的很棒 寫個3D引擎不用幾個月
08/06 16:57, 29F

08/06 16:58, , 30F
會Java的話更快 但是那個可看性又是另一回事了XD
08/06 16:58, 30F

08/06 18:14, , 31F
F23ko,你這樣又怕彈性不好又怕時間太長的心態不太正確,
08/06 18:14, 31F

08/06 18:15, , 32F
選工具是要選到最合適的,而不是樣樣都最快最好最彈性的:D
08/06 18:15, 32F

08/06 19:11, , 33F
跟你說我選擇的方向:1.泛用性。現在學的東西,以後可以用到
08/06 19:11, 33F

08/06 19:12, , 34F
別的地方去。
08/06 19:12, 34F

08/06 19:13, , 35F
再把這個因素除以負出的代價(時間、精神).....
08/06 19:13, 35F

08/06 19:14, , 36F
補充一下,功能強大也是選擇的方向之一.....
08/06 19:14, 36F

08/06 19:17, , 37F
就在這中間找個「划算」的平衡點.....
08/06 19:17, 37F

08/06 19:21, , 38F
可是你說的算式裡面很多難以量化XD
08/06 19:21, 38F

08/06 19:23, , 39F
比如說學習時間往往是學下去了才知道,開發時間也是,而彈
08/06 19:23, 39F

08/06 19:23, , 40F
性其實就是要看你的需求,並不是無限大最好
08/06 19:23, 40F

08/06 19:25, , 41F
當然也不是說你方向錯,不過要彈性越大就要從頭學越多東西
08/06 19:25, 41F

08/06 19:26, , 42F
這其實很合理,因為你全部想自己來XD
08/06 19:26, 42F

08/06 19:57, , 43F
通常兩天就能知道一個工具的「極限」跟「代價」要多少了....
08/06 19:57, 43F

08/06 20:03, , 44F
其實我選用「工具」的方法不僅僅用在遊戲製作上,其他方面也
08/06 20:03, 44F

08/06 20:04, , 45F
也是靠這一套去看看要不要學..... 我接觸很多領域,不過都只
08/06 20:04, 45F

08/06 20:04, , 46F
是玩票性質。
08/06 20:04, 46F

08/06 20:28, , 47F
可是有些工具是易學難精,前面覺得你很快就可以做出一個遊
08/06 20:28, 47F

08/06 20:29, , 48F
戲而且很有發展性,後面才會發現很細的功能其實要花很大的
08/06 20:29, 48F

08/06 20:29, , 49F
心力去弄XD
08/06 20:29, 49F

08/06 20:29, , 50F
當然啦,你很強調泛用性跟發展性,那你選擇直接從程式語言
08/06 20:29, 50F

08/06 20:30, , 51F
開始當然就是沒錯的,只是如果真的樣樣都想能自由改變,那
08/06 20:30, 51F

08/06 20:31, , 52F
當然也就是要樣樣自己學自己來了,這也是沒辦法的事。
08/06 20:31, 52F

08/06 20:31, , 53F
但其實我會比較建議你先用別人寫好的東西,發現有不足的部
08/06 20:31, 53F

08/06 20:32, , 54F
分再補上自己寫的。
08/06 20:32, 54F

08/06 20:54, , 55F
找的到的話我當然會用.....
08/06 20:54, 55F
文章代碼(AID): #1CMjM0K- (GameDesign)
文章代碼(AID): #1CMjM0K- (GameDesign)