Friends team work?

Hello fellow Developers,

It will be appreciated if you can share with us your strategies to effectively manage a game project as an intimate team and how you make sure that the project stay organized and synchronized with all the team members especially scripters.
Since every scripter works on their own way and have their own workflow, conventions, style, decision-making, experience and knowledge.

How you make sure your team doesn’t feel coordinated because even though we’re comrades but at the end of the day, I think there should be someone that controls or at least links their team and being dedicated to connect and control their skills and efforts to successfully keep the team in a friendly well-composed environment, organized and supportive to bring out the most of the team creative abilities instead of those dull factories like standards that strip developers from their ingenuity and strictly enforcing on you a specific task with specific properties and functions without giving you any room for your own touch and for staying motivated.

I’m more interested on how to unify scripters workflow so they can work together without generating inexhaustible confusions, chaos and a messy flawed project especially when you’re wanting to deliver a good final product that is well functioning, reliable expandable and any new developer can easily understand and contribute in a more fluid way!

I would like to hear your thoughts and experiences on the topic, I really do feel like am overcomplicating my workflow, so I’ll be happy to have some tips or direction to overcome those challenges.

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I can’t speak on scripters as much because I’m a modeler/builder. The best way in teams is having good effective workers. People who are professional, kind, communicative and all around a pleasure to work with. You definitely need to have people working on certain areas, like — works on XYZ – deadline by XYZ hopefully. It shouldnt take long to plan and put people working on certain areas… Encouraging & praising people is always good, but robux is what really motivates people. The more expensive route is to hire someone. They’re fairly common on the devforum in #collaboration and shouldn’t be expensive. Their job oversees all the work going on managing & such. Personally, I prefer the first option. I get hired, I build what the person wants by when they want it and move onto the next thing. Hope this helped

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What I would have in a team would be:

  1. A lead developer. They help with the main cores of the game. This is, but is not limited to, building, scripting or animating.

  2. Dedicated developers. You need developers who are willing to take whatever task they are set, but make sure they are comfortable doing it. They should also complete everything by certain deadlines or near that specific date.

  3. A manager/coordinator. They will manage what the team do, assign tasks to developers and make sure they are doing there best. This person should also encourage/help the best they can when a developer is stuck at a certain point.

  4. A community. A dev team usually develops for a community for a loyal fans. The bigger the community the more the developers would want to push out updates/develop games for their fans. BUT, don’t force the developers to develop if they are stressed/not up to the task.

To keep the morale in the team, you should always communicate well, get to know each other, and have a great time. Don’t try to push the developers to do something that they are not able to do. Such as a animator doing modeling. Always give them breaks and let them relax after working. You could also have game nights to enjoy time with them.

Edit:
Just read through and noticed you wanted to know how to unify a scripters workflow. Personally, from reading other topics, I have come to the conclusion that scripters want 2 things when coming to work on a project.

  1. They should have interest/engagement towards the project. This would help them to excel at their certain task and would produce better result when the game releases.

  2. (Debatable) Payment. Usually scripters, from what I have seen, want a high payment for their services. This is very understandable as they are building the core mechanics of the game making it come to life. With this, you should offer a high amount/percentage so they are rewarded for their hard work.

Hopefully this helped out a bit. I wish you good luck in your future projects. :+1:

(BTW, I was writing on a phone, apologies for mistakes or errors.) :grin:

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Thanks for the information. However I am more interested into the structure of the project and the planning side of things. I really don’t want to hire anyone, I already have some skilled friends that we want to work together!
(Sorry for the late reply btw :confused:)

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Explain things clearly, communication is the most important part. If the scripter needs a gun modelled, SPECIFY what you need in the gun, don’t just say “an automatic gun, relatively detailed”. Be specific, show references, show examples, draw out plans.

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What about the structure of the core of the game? How to write a game plan that will specify better what’s the idea and what we’re aiming for? and how to structure scripts in a way that it’s understandable and reliable and that doesn’t generate conflicts between different scripters more like a proper guideline!

Hey there!

What I usually do is have one person in charge, I think this is a very important aspect of having a well managed development team. Even tho you are a group of friends, you still need someone to take the lead.

Then, to make sure everyone is up to date on their tasks and what the others are working on, I use this website called Trello. It allows you to really neatly organise your development progress and what people are working on. I would really recommend you to try it out!

Hope this helped.

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