作者twoWeek ()
看板GameDesign
標題Re: [翻譯] Online prjects and motivation
時間Thu Aug 5 23:15:10 2010
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
推 F23ko:美術、程設、音樂通通自己來,就什麼問題都沒有了﹨(╯▽╰) 08/05 23:22
推 ddavid: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
→ ddavid:系列現在是最紅的同人系列作品之一。 08/05 23:27
推 F23ko:神主本身有音樂跟程式背景喔..... 08/05 23:27
→ F23ko:我通通是0啊..... 08/05 23:28
→ ddavid:我也並不是說每個人都該通通自己來咩XD 08/05 23:29
→ ddavid:只是說神人都是確實存在的XD 08/05 23:31
推 whatzzz: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
→ ddavid: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
→ ddavid: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
→ ddavid:成為神人,一切就都解決了」XD 08/05 23:34
推 whatzzz: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
→ whatzzz:就跟當年的Dota一樣 08/05 23:36
推 F23ko:其實.... 熟悉一套編輯器需要的時間不短..... 08/05 23:38
推 ddavid:但是絕對比寫一套遊戲來得短 08/05 23:39
推 whatzzz: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
推 F23ko: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
→ F23ko:意味著那個編輯器越難學。 所以..... 我之前的結論是..... 08/05 23:41
→ F23ko: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
→ F23ko:能用的現成資源更多,但是更難學 = = 08/05 23:43
→ F23ko: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
→ F23ko: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
→ F23ko: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
→ F23ko: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
→ F23ko: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
推 NDark:推.明天來修錯誤XD 08/06 00:31
→ Splash5:推bug tracer.. 08/06 02:53
→ fasthall:XNA的學習曲線真的很棒 寫個3D引擎不用幾個月 08/06 16:57
→ fasthall: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
推 ddavid: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
→ ddavid: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
推 F23ko: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
→ F23ko:別的地方去。 08/06 19:12
→ F23ko:再把這個因素除以負出的代價(時間、精神)..... 08/06 19:13
→ F23ko:補充一下,功能強大也是選擇的方向之一..... 08/06 19:14
→ F23ko:就在這中間找個「划算」的平衡點..... 08/06 19:17
推 ddavid:可是你說的算式裡面很多難以量化XD 08/06 19:21
→ ddavid: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
→ ddavid:性其實就是要看你的需求,並不是無限大最好 08/06 19:23
推 ddavid: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
→ ddavid:這其實很合理,因為你全部想自己來XD 08/06 19:26
推 F23ko: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
→ F23ko: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
→ F23ko: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
→ F23ko:是玩票性質。 08/06 20:04
推 ddavid: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
→ ddavid: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
→ ddavid:心力去弄XD 08/06 20:29
→ ddavid: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
→ ddavid: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
→ ddavid: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
→ ddavid: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
→ ddavid:分再補上自己寫的。 08/06 20:32
推 F23ko:找的到的話我當然會用..... 08/06 20:54