I am the sole developer for a modern United States Navy that has grown far more than expected and therefore, I have reached the point where I am now very far behind in development to the point that it is overwhelming me. The simple solution sounds to be, “hire another scripter,” but the issue I run into is I am not even sure how to have someone help me script.
Are there any tips out there for outlining a project, team recruitment, etc?
There are a lot of tips and trick out there however here are a few of mine.
Productivity
Keep things quality but make sure you don’t speed too much time on things.
Make sure everyone knows there role and what they should be doing at a particular time.
Don’t over work yourself, make sure to have fun as well.
Trust
Do work with people you can’t trust. No one will be happy in the end.
A large group of people is harder to trust than a small group.
Play games together and express your thanks for each other often!!! ( This boosts trust and self love!!)
Don't Give Up
It’s not easy to envision stuff and make them come true, but you can’t give up when it gets hard.
If you get stuck, walk away for a few or take a break, don’t drop it (you won’t gain anything from it).
Don’t be afraid to ask for help!!!
This Is Just A Game
Don’t take it too far.
Don’t burn yourself out.
DO NOT OBSESS!
Make sure to have fun.
Development wise, it’s going to be very hard to find people to help you without them wanting some sort of payment (long term wise). All I can tell you is, inspire people. Make people WANT to do what you are imagining. Don’t over work you or them, it only makes it harder and more stressful.
With 17k+ members, paying a scripter could be easy (if you’re monetizing the best way that is).
You might want to create a paragraph or two about how you want your game to be in it’s final state. This could make your team of scripters see the “end goal” for your game.
Scripters will usually try their hardest if you pay them enough.
Do, it’ll make you more likely to keep thing secure rather than getting stabbed in the back. (However if you really do trust someone, its up to your own judgement.) Some people can be pure at heart and some can be no more than rude.
Threads like this prove why game design and production positions are entire careers on their own. It takes quite a bit of thinking for things like this, so you’re paying people who specialise in this kind of thinking to help drive goals for your project among other tasks.
I think that starting from more large scope tasks and narrowing down details can help you better determine what parts of your project you need to tackle: for example, you already listed team recruitment which is part of that project management process.
There should be an abundance of online resources that you can also reference and spur some thoughts about how to go about managing a project. For example, a game design document. I’ve used a game design document before, albeit for a scrapped project, so I could better outline at least what I wanted my game to materialise for and based a lot of my needs on it.
In my current group we have a team of 38 for a community of 200K+ and two separate workflows, testing and development. 15 QA testers, 20 developers and 2 producers (one of which also serves as a developer). The QA process is in the works, but for development it mostly revolves around me. I generally handle all the organisational bits and assignment distribution.
You only need to think about as much structure as you actually need for tackling project management and the rest is overthinking it. Simply prioritising what games you want to be upgrading first could be very useful in the long run. Not everything has to be necessarily “new, new new”: what you have now is probably more than enough and just needs tweaks to bring it up to speed.