Ambrosia Garden Archive
    • The Nature of Plug-in Development


      I posted a rather long (read, 3000 word) reply to a certain topic on the EV-Nova.net boards with a long dissertation of sorts on the TC development process.

      It is available here: (url="http://"http://www.ev-nova.net/forums/viewtopic.php?t=5848")http://www.ev-nova.n...opic.php?t=5848(/url)

      Now my question is, did I get the idea right? And should I formalize it and make a far more specific guide to development?

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      (url="http://"http://www.zhouj.net/days/")Days of Glory(/url), Upcoming TC for EV: Nova

    • Quote

      Originally posted by zhouj:
      **Now my question is, did I get the idea right? And should I formalize it and make a far more specific guide to development?
      **

      Certainly. That sort of thing could be really helpfull for people starting out on large TC's or other major progects. Its going to be helpfull to me. I'm starting out on a TC of Override and its my first major plug for EV/O.

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      Cmon people, the (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&number;=20&SUBMIT;=Go")Chronicles(/url) are worth looking at.

    • Maybe we should extend it together here (I'm a bit biased as I don't go to (url="http://"http://www.ev-nova.net)")www.ev-nova.net)(/url), and thus extend/update the non-technical Nova Bible?

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      The (url="http://"https://secure.ambrosiasw.com/cgi-bin/store/hazel.cgi?action=serve&item;=breakdown.html&BREAKDOWN;_SKUID=1480")Ambrosia Mac CD(/url) with other registrations - 5$. Paying for (url="http://"http://www.ambrosiasw.com/games/evn/")EV Nova(/url) as it's such a great game - 30$.
      The (url="http://"http://www.ambrosiasw.com/games/evn/tshirts.html")1337 EV Nova T-shirt(/url) - 22$. The (url="http://"http://w00tware.ev-nova.net/")NovaTools(/url) by wOOtWare to tinker with your Nova - FREE!
      The feeling you're a Nova geek - priceless.
      There are things you can't buy or that are free, for everything else, there's indeed Eurocard Mastercard.

    • Quote

      Originally posted by Zacha Pedro:
      **Maybe we should extend it together here (I'm a bit biased as I don't go to www.ev-nova.net), and thus extend/update the non-technical Nova Bible?

      **

      I'll post a PDF version and host it along with a web-based version when I finish. Which will probably be tonight. (Friday night and no hw. :D)

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      (url="http://"http://www.zhouj.net/days/")Days of Glory(/url), Upcoming TC for EV: Nova

    • Having read it, I suppose it's an interesting picture of your approach to plugin making.

      On the other hand, it certainly isn't general. I was involved in four major plugins (Clavius and Beyond, Oreste/Battle Velocity, Frozen Heart, Femme Fatale) and none of them followed the development programme that you are outlining. You might counter this by saying that these were EV or EVO plugins, and that Nova plugins are much more complicated. On the other hand, there haven't been enough major Nova plugins released yet to form a firm opinion.

      For my money it would be more useful to do a survey of big plugins that were actually finished and released, rather than which intend to be released.

      I personally believe that plugin making is like writing - anybody can write a book, but most people don't. Of those that start, most never finish. Of those that finish, most are never published. Of those that are published, only a handful are 'great'. Of the great authors, no two really had the same approach to writing. Dickens used to plan in great detail but then change what he was doing in response to popular opinion. Tolkien just set off and carried on writing. Shakespeare took a story, wrote and (according to contemporary accounts) made almost no corrections. Rudyard Kipling wrote and then deleted most of his sentences. Ray Bradbury wrote in no particular order in the mornings, and then organised everything in the afternoons.

      For myself, I've never had the urge to do plugins in teams (although I've helped others at late stages). I work in a tightly focussed team all day. Plugin making is a creative activity which has to be different from my day job.

      Likewise, I don't write biographies of my characters or detailed stuff about my world. It grows in my head as I write.

      Again, I've never felt the need to have detailed motivations about subsidiary governments. Everything I know about a planet is written in the planet description and portrayed through the landing pic. Later, when I set a mission on that planet, I might elaborate it or change it, but usually I let the words and the picture inspire the next bit.

      I don't have a writer's bible either - just the world of my imagination.

      This is just me - I don't expect anybody else to do it that way.

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      M A R T I N • T U R N E R
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FrozenHeart104.sit.bin")Frozen Heart(/url)
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FemmeFatale.sea.bin")Femme Fatale(/url)
      (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl?path=evo/plugins&file;=Frozen Heart - the No.hqx")Frozen Heart - the Novel(/url)

    • Quote

      Originally posted by Martin Turner:
      **Having read it, I suppose it's an interesting picture of your approach to plugin making.

      On the other hand, it certainly isn't general. I was involved in four major plugins (Clavius and Beyond, Oreste/Battle Velocity, Frozen Heart, Femme Fatale) and none of them followed the development programme that you are outlining. You might counter this by saying that these were EV or EVO plugins, and that Nova plugins are much more complicated. On the other hand, there haven't been enough major Nova plugins released yet to form a firm opinion.

      For my money it would be more useful to do a survey of big plugins that were actually finished and released, rather than which intend to be released.

      I personally believe that plugin making is like writing - anybody can write a book, but most people don't. Of those that start, most never finish. Of those that finish, most are never published. Of those that are published, only a handful are 'great'. Of the great authors, no two really had the same approach to writing. Dickens used to plan in great detail but then change what he was doing in response to popular opinion. Tolkien just set off and carried on writing. Shakespeare took a story, wrote and (according to contemporary accounts) made almost no corrections. Rudyard Kipling wrote and then deleted most of his sentences. Ray Bradbury wrote in no particular order in the mornings, and then organised everything in the afternoons.

      For myself, I've never had the urge to do plugins in teams (although I've helped others at late stages). I work in a tightly focussed team all day. Plugin making is a creative activity which has to be different from my day job.

      Likewise, I don't write biographies of my characters or detailed stuff about my world. It grows in my head as I write.

      Again, I've never felt the need to have detailed motivations about subsidiary governments. Everything I know about a planet is written in the planet description and portrayed through the landing pic. Later, when I set a mission on that planet, I might elaborate it or change it, but usually I let the words and the picture inspire the next bit.

      I don't have a writer's bible either - just the world of my imagination.

      This is just me - I don't expect anybody else to do it that way.

      **

      can I have your autograph please, JOKE.

      there are plenty of approaches to plugin making. I think that a TC can be better when it has been in the planning for a long time. The EVO TC I'm working on now started with a LEGO model I built when I was young. I designed a universe for it to fly in, and as I grew up this universe filled itself out. I don't know if anybody else does this, but I started my plug by altering the ships and weapons in EVO to the ships and weapons in my plug. So when I tested it I was playing in the EVO universe with the same graphics, but the ships I was flying handled like my ships. from there I used EVO developer's map to do the Universe and began to add sounds. The graphics and missions will be next.

      Every plug starts, and finnishes, differently. so zhouj's Ideas are quite good, but don't have to followed to the letter. parts of it can easily be incorperated into anybody's idea and be quite usefull. I still think it could be helpfull.

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      Cmon people, the (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&number;=20&SUBMIT;=Go")Chronicles(/url) are worth looking at.

      (This message has been edited by Captain Phillips (edited 03-13-2004).)

    • Erm, Captain P - that was the point I was making: every writer is different.

      Or did you think I meant something else?

      Plus, what's with the sarcasm?

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      M A R T I N • T U R N E R
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FrozenHeart104.sit.bin")Frozen Heart(/url)
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FemmeFatale.sea.bin")Femme Fatale(/url)
      (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl?path=evo/plugins&file;=Frozen Heart - the No.hqx")Frozen Heart - the Novel(/url)

    • Quote

      Originally posted by Martin Turner:
      **Plus, what's with the sarcasm?

      **

      I think it was him making a joke about wanting your autograph. He was overawed by your charismatic presence Martin. You're something of a celebrity among the community, and to those of us who aren't used to walking with the stars it can be somewhat overwhelming. Why moki walked into #ev3 the other day, and I swear, all the women in the channel fainted... it's hard to take it all in buddy. 😉

      ~A~

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      "How can I make it go faster?" -Me-

    • Quote

      Originally posted by Martin Turner:
      **Having read it, I suppose it's an interesting picture of your approach to plug-in making.

      On the other hand, it certainly isn't general. I was involved in four major plugins (Clavius and Beyond, Oreste/Battle Velocity, Frozen Heart, Femme Fatale) and none of them followed the development programme that you are outlining. You might counter this by saying that these were EV or EVO plugins, and that Nova plugins are much more complicated. On the other hand, there haven't been enough major Nova plugins released yet to form a firm opinion.

      For my money it would be more useful to do a survey of big plugins that were actually finished and released, rather than which intend to be released.

      I personally believe that plug-in making is like writing - anybody can write a book, but most people don't. Of those that start, most never finish. Of those that finish, most are never published. Of those that are published, only a handful are 'great'. Of the great authors, no two really had the same approach to writing. Dickens used to plan in great detail but then change what he was doing in response to popular opinion. Tolkien just set off and carried on writing. Shakespeare took a story, wrote and (according to contemporary accounts) made almost no corrections. Rudyard Kipling wrote and then deleted most of his sentences. Ray Bradbury wrote in no particular order in the mornings, and then organised everything in the afternoons.

      For myself, I've never had the urge to do plugins in teams (although I've helped others at late stages). I work in a tightly focussed team all day. Plug-in making is a creative activity which has to be different from my day job.

      Likewise, I don't write biographies of my characters or detailed stuff about my world. It grows in my head as I write.

      Again, I've never felt the need to have detailed motivations about subsidiary governments. Everything I know about a planet is written in the planet description and portrayed through the landing pic. Later, when I set a mission on that planet, I might elaborate it or change it, but usually I let the words and the picture inspire the next bit.

      I don't have a writer's bible either - just the world of my imagination.

      This is just me - I don't expect anybody else to do it that way.

      **

      I’m quite aware of your resume, Mr. Turner and much as I like some of those plug-ins, I’ll to note that Clavius and Beyond is not what most people consider the epitome of a good plug-in, given it’s just so slight amount of inappropriate materials and the rather interesting romantic plotline. In addition, I’d like to note that Frozen Heart and Femme Fatale were based on the universe for which you had already written a novel for, which I doubt many us will ever do in our lifetimes. Essentially, you already had the world, and therefore most of the creative work, and likely, a large portion of the storyline already mapped out before you even thought about a plug-in for EVO. Unfortunately, most of us don’t have this luxury. As for your refutation, I would actually agree that the creative process for EVN plug-ins should be virtually the same as the one for EV/O. Most of the work involved is the graphical aspects of this and in the actual implementation. Just because the resources take more data and ship models require greater detail does not suggest that the creative process beforehand should be any harder than it was.

      The survey of the TC’s in progress was actually merely the response to the first post in the topic about how the Nova development community was dead.

      What that analogy lacks is anything specific to plug-in development. One could adapt any subject to that analogy. I could very well say that in the general population, only a small percentage of the people are attractive, that of those people only a few are truly hot, and then on and on. What does it actually say? Nothing. It’s an obvious thing. Everyone knows that only an amount relative to the sample size will be great especially if one realizes the Copernicus Principle. Moving onto the substance of that analogy, I would note that we are not the future Robert Frost’s or Picasso’s nor are we the future literary prodigies. The top authors write in whatever manner they wish because they know they can produce it in that method and that people already want to read their books before they even think of them. The more mediocre writers of the world, or in other words the average person, must take a more rigid approach to writing; they take a topic and then do a process of visualizing and brainstorming before proceeding to put it onto paper. We’re taught this in schools and how to write creative writing and essays through an analytic process for a reason. Most people can’t write essays or stories on par with Tolkien nor do they have his talent so they must follow at least a general process in order to accomplish what they need to do.

      I firmly believe that plug-in creation is not well represented as analogous to writing. With writing a novel, you are given free reign and little or no requirements. You get an idea and mold it to what your want. You don’t have to have a large supporting cast nor do you need to completely elucidate the setting until much later, if at all. With the creative process and even more so with the development process, there are many requirements. You must decide about your universe and you also need to think of every single government, the ships, weapons, and outfits. No longer is the creative process freeform, it involves many requirements, which I am trying to list and then give a logical approach to creating them. As for the actual development, it should be absolutely methodical and the requirements for it and therefore the process are more suited to an engineering-type approach. Even the best engineers and scientists follow a set process in order to produce something and they attempt to us their problem-solving and creative minds within that process.

      I really don’t find the reasoning behind your dislike of teams very strong, or very logical. There are many other ways that it is different and certainly with the proper leadership skills, one can make great use of a team. Then again, most people do not have those skills, a reason why there are only so many competent leaders.

      Unfortunately, most people don’t have your wonderful talents, Mr. Turner and they need to specifically visualize something and then proceed to write it down in order to better facilitate the development of their plug-in. This has to do with the concept of organization, when one keeps records of all the ideas and plug-in-related items it allows the development team to get a realistic idea of their progress, what needs to be done, and to easily access the information they need instead of finding a person to explain the concept.

      Frankly, I believe if you had weaved the subsidiary governments more into the universe, Frozen Heart and Femme Fatale would have been better. Subsidiary governments should play a role in the universe and not serve as showpieces as should anything you include a plug-in. In the real world, every organization is interconnected and you simply don’t have any organization with a general one-sentence goal. In order to form an accurate web of governments and a realistic one at that, one must have detailed motivations for each of the governments. Also, there is the issue that you’re working alone and you probably know what you want and what each element is like. However, many people work on plug-ins in teams and that requires extensive communication between individuals within it and to aid this communication, ideas and elaborations on those should be written down and added to the Dev-Doc for the plug-in.

      I’m sure everyone has his or her imagination. Even small children do. However, a dev-doc is highly beneficial for organizing ideas and for transferring them between group members.

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      (url="http://"http://www.zhouj.net/days/")Days of Glory(/url), Upcoming TC for EV: Nova

    • Quote

      Originally posted by Martin Turner:
      **Erm, Captain P - that was the point I was making: every writer is different.

      Or did you think I meant something else?

      Plus, what's with the sarcasm?

      **

      Azdara got it right, for the most part. honestly, I think that your plug and novel are some of the best works out there. Even people who don't like EV/O/N loved your novel when I showed it to them. If you don't already have one, you deserve an online shrine

      actually I didn't understand everything you said. maybe I just didn't read it thouroughly.

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      Cmon people, the (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&number;=20&SUBMIT;=Go")Chronicles(/url) are worth looking at.

    • I dunno, I think there's more than one way to skin a cat, so to speak. Not everyone is going to take the approach that developing a TC is like creating the 8th engineering wonder of the world. Nor is everyone going to feel that their plug is a reflection of their creative genius. For some, it's "fun". You remember fun, right? You know, different strokes for different folks, and all that.

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    • Quote

      Originally posted by slouch:
      **I dunno, I think there's more than one way to skin a cat, so to speak. Not everyone is going to take the approach that developing a TC is like creating the 8th engineering wonder of the world. Nor is everyone going to feel that their plug is a reflection of their creative genius. For some, it's "fun". You remember fun, right? You know, different strokes for different folks, and all that.

      **

      Somehow I think most people will find it tedious after entering their 1000th resource...or after finding their 100th bug.

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      (url="http://"http://www.zhouj.net/days/")Days of Glory(/url), Upcoming TC for EV: Nova

    • Actually, Zhouj, the plugin diverges from the novel. Like most SF novels, there isn't anything beyond what you see. I know this may be spoiling the illusion somewhat, but the whole point of art is that the whole is greater than the sum of the parts. The characters have no life outside of the text you read, but the illusion is (hopefully) that they seem like real people. In the same way, the governments have no intrinsic reality — but while you're playing the game, you feel as though they do.

      As far as I know, no-one has ever released a major plugin that people actually wanted to play based on the 'create every detail' model — although any great plugin will look as though it was. A mid-point that seems to work for a lot of people, though, is writing back-story. A back-story is a narrative that explains the motivation of things. Writing it is often better than reading it, because it's really an exercise in the imagination. On the other hand, you don't need to write a set of back-stories if you can get everything fixed in your mind.

      Having read your original article again, I find I disagree with it more now than I did the first time. Your strategy for universes seems full of numbers, structures and technical details. The plugins I admire, though, are filled with people. The two plugins that I loved and respected most were Angels of Vengeance and Eye of Orion. Both of them sucked me into personal involvement with the story and characters. Yes, I know that these characters never actually existed and are just numbers and letters, but they gave the illusion of life.

      My objection to teams is simply this: show me the plugins that were produced by teams. People have been talking incessantly about teams on this board for as long as there has been an EV Developer's Board. The teams that have actually worked began with people who knew each other before they started making plugins. And, even then, more plugins were released by single individuals than by teams.

      I also deeply object to websites, and people who try to persuade other people that their plugins will not be vapourware. It's one thing to announce a product once you already have one in the bag (but even then, be careful), it's another thing to join the ranks of hundreds of plugin websites which have come and gone without ever producing a plugin. The fact is, you cannot know that your plugin will ever be released until you actually release it.

      As far as your response is concerned: you're writing as if you have a proven method which I'm trying to destroy. Actually, your method hasn't even been proven once. What I'm saying is, whatever works for you, go with it — but don't imagine that you can codify a process you haven't yet bottomed out. I'm on my third plugin, and I haven't used the same process more than once.

      You say that mediocre writers must write to rigid principles. My response: if you write to rigid principles, everything you write will sound rigid. You also suggest that people like Tolkien knew that there would be a market before they started writing. Not so. Tolkien was told that his books were unpublishable. J K Rowling was rejected by publisher after publisher before Bloomsbury were willing to take a chance on Harry Potter.

      Finally, on subsidiary governments in FH and FF. Publish your plugin, and let people decide if your mechanically developed governments seem more real than my organic ones. Anyway, what do you mean by 'FH would have been better...'? Better according to what criteria. I was happy with it for what it was. The new version (which I may or may not choose to release) is bigger and more developed, and the graphics are much nicer. But I don't have any regrets about the original game, which was as good as I could make it at the time — especially since it was made entirely with free software from the internet or the covers of magazines. And I don't see the lack of detailed documents about every government or world as a flaw. A lot of my worlds — New Venus, Devore, Aphrodite, Cosa Nostra, Heartsease, Shadow, Fortuna — don't have what you would call a proper government anyway. EV's 'govt' is just a resource which I choose to use in the way which most suits me. Some of my 'govt's have no ships, no worlds, no allies and no enemies. On the other hand, I have groupings of worlds - Rigellian, Magellan, Nine Worlds, Non-aligned - which would never show up on your system. Rigel is defined by its conquests, Magella by its common attitudes, the Nine Worlds by adherence to a political philosophy, Non-aligned by their refusal to join any of the other groups.

      I suppose that my universe would be 'better' from your point of view because it would satisfy your requirements for a mechanically complete structure. From my point of view, it wouldn't add anything.

      The point I'm trying to make: no-one yet came up with a proven system for making plugins, but lots of people have come up with one off processes that worked for them. Go with what works for you.

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      M A R T I N • T U R N E R
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FrozenHeart104.sit.bin")Frozen Heart(/url)
      (url="http://"http://www.AmbrosiaSW.com/cgi-bin/vftp/show.pl?product=evo&category;=plugins&display;=downloads&file;=FemmeFatale.sea.bin")Femme Fatale(/url)
      (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl?path=evo/plugins&file;=Frozen Heart - the No.hqx")Frozen Heart - the Novel(/url)

    • Well, I suppose I should jump in and say something. That article was long and detailed, but it beared pretty much no resembelence to how Polycon was developed. In my opinion the PR website, design manuals, and the like are all things that should be secondary to actually jumping into the engine and getting some content in there. All that time spent writing up the detailed biography for Goverment Handler 7 is time you could have spent writing the mission briefings that Goverment Handler 7 gives the player. I did not even bother making a PR website for Polycon until it went to the outside beta testers, and the only reason I made one then was because I could do no more work on the plugin without it becoming out of sync with the copy the beta testers had.

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      68K Mac Liberation Army-- 22 Macs Liberated.
      (url="http://"http://www.evula.org/anubis/index.html")Polycon EV(/url), a total conversion for EV Nova. (url="http://"http://www.ev-nova.net/forums/viewforum.php?f=20")Polycon EV Fourm(/url)

    • **Not to jump on the 'zhouj is wrong' bandwagon here, but on this particular issue I have quite a bit of experience and I agree with what Martin is trying to say.

      Essentially- team plug-in projects are more often than not just great in principle but poor in practice. Anybody can sit down with a bunch of friends and think "oh, we'll have X amount of systems and Y amount of planets and fifty thousand missions and forty different versions of every ship-" the real test comes in who is going to spend all those endless hours debugging the missions or putting in the time doing the monotonous programming. And more often that not, those tests fail- once you start to crash back into reality, the idea just isn't as attractive anymore- except to those individuals who are driven to finish it, which more often than not turns out to be one person.

      But you are correct in one regard- EV Nova development is a terrible paradox. Since teams have always failed so badly in EV/O, there is seemingly no way they would succeed for an engine that is infinitely more complex. However, to find a person with both the programming and graphical know-how (not to mention drive, which might be the toughest part) that can work at or even just below the level of EVN is extraordanarily rare. Hence, people turn to teams, and inherently, they tend to start off strong but then eventually slowly fade away. It's the nature of the game, really.

      As for the overall planning process of plug-ins, I agree with some things you said, and some things Martin said. And that basically sums it up in a nutshell- do what works for you. I've always found sitting down and planning every detail to be an utter waste of time because things will inevitably be lost to practicality or superior ideas- which is why I only tend to write down the most basic stuff- a guideline of sorts from which I can branch out. Then, as I write the plug-in, the world begins to evolve and expand and slowly it all comes together. Problem being with this theory is that if you're like me, you'll come out with a whole ton of inconsistencies, where you abruptly changed your mind and forgot to change things previous to match.

      Also, one other thing; don't be afraid to change your ideas or completely dump something. It might sound awesome one day then the next you'll realize you were just bull****ting yourself. You'd be amazed what kind of good stuff can come from your less popular ideas: an example: I was writing F-25, and it was sucking, per the usual. So I took a two week break from it and just dabbled with other stuff, to kind of get my creative energy back. I wrote an evil little scenario called "Reign of the Voinians" and released it, just for the fun of it. To this day, I think it is still more popular than F-25 ever was. (even though v.2.0 is by far superior to anything I've done before)

      Point being, don't be afraid to admit failure- which happens often when working in teams. Learn from the experience, and hopefully, come to terms with the fact that if you do want to really get something done, you'll more than likely have to do it yourself.

      _bomb

      **

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    • Quote

      Originally posted by Bomb:


      Also, one other thing; don't be afraid to change your ideas or completely dump something.
      **

      **

      I totally agree. That's the creative process summed up In one sentance. You should be prepared to change your Ideas. I've wrote page after page of general notes, mission briefings and concept sketches just to go back and look over them and realise what a crap Idea it was in the first place. But it didn't upset me, It's just another learning experience. That's what it's all about in the end for most of us, If something doesen't work out, then fine, just leave it, hopefully with the skills you've learnt from that it will help you in the future. Don't carry on with something your not liking just for the sake of finishing it.

      Like many have said, It's about what works for you. I personally disagree with the principle of having everything planned out before starting a plug/TC. General Ideas and Notes are of course extremely helpful, but having something planned out to the last detail can only lead to trouble. Your bound to come up against problems, engine limitations etc which you will have to work round, you cannot plan for every eventuallity.

      And about Teams. I've mixed feelings on this. In some cases it works, In some cases it doesen't. You can't just say teams don't work. I know it hasn't been released yet, but Sephil Saga is going extremely well, and that has about 8 members on the team or some really high number like that (check on the website) But on the other hand, the Star Wars Nova TC has a large team, and has just been put on Ice. If you want a Team (any team for that matter) to work then you have to have good leadership. Without it it's going to fall apart.

      Also, the problem with 1 man plug-ins is the sheer amount of work and quality of work. With most people, you can't have it all. Not many people are excellent story writers, aswell as great graphics artists, computer programmers and sound mechanics all in one, (there are a few people like that, but not many) and you don't want to risk sacrificing the quality of one aspect for another. If your really good at writing you should be able to concentrate on the writing if you want and not have to worry about the other aspects, and If the story's of a high enough standard than I'm sure you'll get interest from the odd graphics artist looking for a project to work on.

      - Just my two pence.

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    • even though i have never made a plugin i say that if some thing gets too hard you'll probable never finish it unless your will in to spend hours and hours of work whenb you clould have enjoyed thousands of small plugs

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    • As I write, I combine both statistical facts and 'ambience' for all of my governments. Although each person's approach differs, I find that I'm most comfortable knowing both how the general feelings and themes the government is supposed to embody and convey, and statistical facts that allow me to determine how each government acts towards each other and visualize how powerful each faction is relative to each other.

      As in many other things, I like to have my cake, and eat it too :).

      Now for the essay portion:

      I don't think it's entirely fair to jump on Zhouj for proposing a more methodical system of organizing ideas and writing. It was never his intent to force his ideas on others, just to create a document detailing certain concepts that may or may not be useful to other developers. (Note the use of the word guide.) Not all of us have the luxury of being able to sit down, create a wonderful, dynamic, vibrant universe inside our heads without outside help, and realize that particular vision without stalling midway. Maybe extra information might help one writer visualize the actions and characteristics of his particular government better when he actually writes. Maybe creating timelines allows a person to easily refer back to 'historical' events and still maintain some semblance of coherency. On the flip side, someone else may feel smothered by the thought of charts, diagrams, and documents, and prefer to simply write down ideas as they flow.

      For some people who possess literary fluency, I agree that rigid structurization might seem to be overly confining. However, many people cannot express their ideas very well to begin with, and until they do no amount of freeform creativity can compensate for the fact that their plotlines and characters don't make sense. A framework can help writers develop the mental discipline necessary for literary proficiency, and when they have done so they can decide for themselves whether they want to discard the framework or adapt it to their needs.

      I don't believe that governments have to be mechanical or organic based on the style with which they were created. It is the proficiency of the writer that determines whether his government seems like:

      aut "the glorious empire of an ascended people, well-versed in culture both indigenous and alien, appreciative of the arts and the architects of finely-gilded architectural marvels characteristic of a people concerned with aesthetic complexity and natural harmony- a people entering a Golden Age after years of toil and struggle and vibrant with the blossoming of a long-stagnant culture..."

      aut "Setalriitanian Empire. Population: estimated at about 3200 billion, distributed across one-hundred twenty five systems. Gross Imperial Product (past fiscal year): GC6.124 billion. Dynastical house founded 2324 A.D...."

      (I apologize if the examples are not to your liking- I made them up without prior consideration, and if they do not convey their respective ambiences properly, it is because of the amount of thought I put into them).

      (This message has been edited by UE_Research & Development (edited 03-13-2004).)

    • Quote

      Originally posted by Martin Turner:
      **Actually, Zhouj, the plugin diverges from the novel. Like most SF novels, there isn't anything beyond what you see. I know this may be spoiling the illusion somewhat, but the whole point of art is that the whole is greater than the sum of the parts. The characters have no life outside of the text you read, but the illusion is (hopefully) that they seem like real people. In the same way, the governments have no intrinsic reality — but while you're playing the game, you feel as though they do.

      As far as I know, no-one has ever released a major plugin that people actually wanted to play based on the 'create every detail' model — although any great plugin will look as though it was. A mid-point that seems to work for a lot of people, though, is writing back-story. A back-story is a narrative that explains the motivation of things. Writing it is often better than reading it, because it's really an exercise in the imagination. On the other hand, you don't need to write a set of back-stories if you can get everything fixed in your mind.

      Having read your original article again, I find I disagree with it more now than I did the first time. Your strategy for universes seems full of numbers, structures and technical details. The plugins I admire, though, are filled with people. The two plugins that I loved and respected most were Angels of Vengeance and Eye of Orion. Both of them sucked me into personal involvement with the story and characters. Yes, I know that these characters never actually existed and are just numbers and letters, but they gave the illusion of life.

      My objection to teams is simply this: show me the plugins that were produced by teams. People have been talking incessantly about teams on this board for as long as there has been an EV Developer's Board. The teams that have actually worked began with people who knew each other before they started making plugins. And, even then, more plugins were released by single individuals than by teams.

      I also deeply object to websites, and people who try to persuade other people that their plugins will not be vapourware. It's one thing to announce a product once you already have one in the bag (but even then, be careful), it's another thing to join the ranks of hundreds of plugin websites which have come and gone without ever producing a plugin. The fact is, you cannot know that your plugin will ever be released until you actually release it.

      As far as your response is concerned: you're writing as if you have a proven method which I'm trying to destroy. Actually, your method hasn't even been proven once. What I'm saying is, whatever works for you, go with it — but don't imagine that you can codify a process you haven't yet bottomed out. I'm on my third plugin, and I haven't used the same process more than once.

      You say that mediocre writers must write to rigid principles. My response: if you write to rigid principles, everything you write will sound rigid. You also suggest that people like Tolkien knew that there would be a market before they started writing. Not so. Tolkien was told that his books were unpublishable. J K Rowling was rejected by publisher after publisher before Bloomsbury were willing to take a chance on Harry Potter.

      Finally, on subsidiary governments in FH and FF. Publish your plugin, and let people decide if your mechanically developed governments seem more real than my organic ones. Anyway, what do you mean by 'FH would have been better...'? Better according to what criteria. I was happy with it for what it was. The new version (which I may or may not choose to release) is bigger and more developed, and the graphics are much nicer. But I don't have any regrets about the original game, which was as good as I could make it at the time — especially since it was made entirely with free software from the internet or the covers of magazines. And I don't see the lack of detailed documents about every government or world as a flaw. A lot of my worlds — New Venus, Devore, Aphrodite, Cosa Nostra, Heartsease, Shadow, Fortuna — don't have what you would call a proper government anyway. EV's 'govt' is just a resource which I choose to use in the way which most suits me. Some of my 'govt's have no ships, no worlds, no allies and no enemies. On the other hand, I have groupings of worlds - Rigellian, Magellan, Nine Worlds, Non-aligned - which would never show up on your system. Rigel is defined by its conquests, Magella by its common attitudes, the Nine Worlds by adherence to a political philosophy, Non-aligned by their refusal to join any of the other groups.

      I suppose that my universe would be 'better' from your point of view because it would satisfy your requirements for a mechanically complete structure. From my point of view, it wouldn't add anything.

      The point I'm trying to make: no-one yet came up with a proven system for making plugins, but lots of people have come up with one off processes that worked for them. Go with what works for you.

      **

      I see that my post elicited the response I wanted from you.

      First off, I said the universe was largely done within the novel. So the fact that it diverges from the novel is irrelevant. Please keep refutations relevant. After mentioning something irrelevant, you proceed to lecture me on the meaning of art. Do you think I’m idiot or something? With such condescending tone, you proceed to tell me what should be completely common knowledge. Who doesn’t know that fictional characters are part of an illusion designed to entertain or deliver a message. While we’re on the matter of the value of art, you realize one thing: art itself makes little bearing upon the real world. The Mona Lisa may well be the most famous piece of art in the world, but how has it truly affected it? Has it caused world peace? Has is inspired people to conquer the world? In the end, it is what you say it is, a combination of items with no life in the outside world. It is my belief that some must learn to shed the artist mentality of thinking of art as more than it is.

      Am I advocating a “create every detail” method of plug-in creation? Last time I checked, I was advocating preparation beforehand and the general need for organization. Perhaps you should stop speaking for others. I also don’t need the definition of a narrative, as I somehow doubt you are superior to me. Again, we have an issue of what sort of group we’re designing for, I’m suggesting that plug-in teams keep records of their details. Humans aren’t telepathic so I think a non-mental form of communication is needed between members.

      You seem to have misinterpreted my article, whether it be intentional or not. My article for development of TC’s is about creating creative details. I’m suggesting that you figure out items of who hates who, what the government structure is like, and how the geography of the galaxy is like. Are you advocating the opinion that none of those details will affect your characters in the storyline? If I didn’t make it clear before, I’m also suggesting that people create the major characters in the plug-in as well. For instance, for my plug-in, I’ve done biographies and analysis about major characters in the plug-in as well as potential NPC’s and I’ve also detailed the mentalities of the average citizen on various worlds and from various cultures. Please quote the line where I mentioned anything specific about numbers. I do not tell people to go out and create a world by setting the number of citizens a government has, the number of planets, or such things. I suggest that they make sure that they know the basic details of their government.

      Your objection is noted. I cannot note your logic since none of it seems to be visible and I’ve looked quite hard. Just because less plug-ins have been released by teams does not suggest that it is inferior. Teams are by nature harder to assemble given that they require more people with just as much talent as an individual working on a plug-in. Take a look at all the plug-ins run by individuals who never made it either. Again, you have not addressed the issue of whether the failure of a team is the result of the nature of a team or because of the lack of competent leadership. History has shown us quite the difference between the effects of competent leaders and incompetent ones.

      I am and was writing a defensive argument for my method in which you are trying to suggest is completely flawed. Where the hell am I suggesting that I want to codify it? I’m creating a guide, not a set of laws. Physicists write theories about phenomenon that have never been seen in person, are they banned from writing that theory too?

      Yes, mediocre writers must write to rigid principles. Take for example the 5-paragraph essay format or all the traditional requirements about position of conclusions and introductions. Students in normal classes are expected to write with that standard and only students in college or upper-level classes are given more free rein in formatting in their essays. I ask you to prove that if it’s written with rigid principles, then it sounds rigid. I’ve actually seen quite a few essays and stories that are quite creative despite the rigid pre-writing process they had to follow. They have a complex pre-writing process for a reason: to present a better story or essay. Read essays written without an outline and those will out, and then you’ll notice how the one written with the outline will flow far better.
      J.K. Rowling had a book and then instantly could write that way because she knew that people liked it. Stephen King could do the same thing. I am more referring to books after the initial one in that assertion.

      I mean it could be better as in it could have been more realistic and had an intricate plot. A certain “Perfect Character” problem did appear in your plug-in as it has in Nova and quite a few. You shouldn’t have regrets about the original game as it is quite good. However, as we all know, there is no such thing as perfection. It is irrelevant whether they have a real government or not. They have some sort of influence and therefore there is someone or some group in the backroom manipulating the usage of that influence. Those people would have as much motivation as any of the politicians of other governments.

      Tell me a government or group that would have no enemies and no allies. Even if such a group existed, they would still have an agenda. And an agenda is defined.

      Explain why they would not show up on my system. Do you somehow know my system better than me? Because I’m pretty sure I intend to conceptualize and detail the large groups, cultures, and the like. The governmental web is only one part of the interconnected web of life.

      Nice attempt to spin it. My requirements aren’t for mechanical completion. I want realism which requires knowing the details of the motivations and nuances of governments. You may be fine with a government with an incomplete profile but I certainly believe in completing work to the best of one’s ability.

      The point you’re trying to making is that your process of development is superior to mine. It is quite clear throughout your posts that feel a completely free-form method of creating a universe is far superior.

      Quote

      Originally posted by AnubisTTP:
      **Well, I suppose I should jump in and say something. That article was long and detailed, but it beared pretty much no resembelence to how Polycon was developed. In my opinion the PR website, design manuals, and the like are all things that should be secondary to actually jumping into the engine and getting some content in there. All that time spent writing up the detailed biography for Goverment Handler 7 is time you could have spent writing the mission briefings that Goverment Handler 7 gives the player. I did not even bother making a PR website for Polycon until it went to the outside beta testers, and the only reason I made one then was because I could do no more work on the plugin without it becoming out of sync with the copy the beta testers had.

      **

      I think the key difference between the development of your plug-in and the type I’m writing for is that you had a large of source materials already to work with. You already had the Polycon RPG and what your needed to do was to convert it from the pen and paper game into a Nova plug-in. IMHO, I believe that simply jumping into a plug-in development could lead to issues later on. For instances, you may have decided to make a government xenophobic and have ships with a philosophy of defense. You’ve placed systems, written desc’s, finished the ships, and done graphics. What happens if you realize that within your universe, an xenophobic nation could not exist given the incredible exchange of ideas and trade between governments and civilizations? Would you just go back and change everything? Many people would be instantly turned off to that prospect. The question now comes: how can we prevent that sort of occurrence? My answer would be plan the map and galactic socioeconomic status first. How does this government relate to another? Do their citizens get along? Do they have ideological differences. I’m not telling you to figure out the population of every planet and then calculate a viable economic situation. I’m not saying that one should go use calculus to optimize the economics of a corporation and then use it. What I’m suggesting is that one create the basic details about the personality of a government and its people?

      Using your example, I would argue that if you had a detailed biography of GH 7, you could visualize the knowledge and culture GH 7 would have when making decisions. In event of a large unknown enemy fleet, would they go looking for it or would they just not worry about it? The United States of America chose to do virtually nothing about the missing fleet that attacked Pearl Harbor. That lesson has taught us to act upon a threat and not react upon it. Currently, we’ve postulated a doctrine of pre-emptive war and if we had had it during World War II, we would have simply attack the Japanese naval bases before they had a chance to deploy. What would the Chinese do? Would they follow the teachings of Sun Tzu or use Western doctrine? The point is that history tempers our decisions and affects our judgment is affected by the culture we inhabit and are part of. Sociologists have created a term for this: socialization, the process of assimilating a culture’s values as your own. Without knowledge of a government’s past, present, and future prospects, one cannot take on the mindset of that government.

      I do agree with you on the issue of PR though. Finish writing your plug-in instead of trying to advertise. If you don’t have anything at the end, that PR was useless.

      Quote

      Originally posted by Bomb:
      ****Not to jump on the 'zhouj is wrong' bandwagon here, but on this particular issue I have quite a bit of experience and I agree with what Martin is trying to say.

      Essentially- team plug-in projects are more often than not just great in principle but poor in practice. Anybody can sit down with a bunch of friends and think "oh, we'll have X amount of systems and Y amount of planets and fifty thousand missions and forty different versions of every ship-" the real test comes in who is going to spend all those endless hours debugging the missions or putting in the time doing the monotonous programming. And more often that not, those tests fail- once you start to crash back into reality, the idea just isn't as attractive anymore- except to those individuals who are driven to finish it, which more often than not turns out to be one person.

      But you are correct in one regard- EV Nova development is a terrible paradox. Since teams have always failed so badly in EV/O, there is seemingly no way they would succeed for an engine that is infinitely more complex. However, to find a person with both the programming and graphical know-how (not to mention drive, which might be the toughest part) that can work at or even just below the level of EVN is extraordanarily rare. Hence, people turn to teams, and inherently, they tend to start off strong but then eventually slowly fade away. It's the nature of the game, really.

      As for the overall planning process of plug-ins, I agree with some things you said, and some things Martin said. And that basically sums it up in a nutshell- do what works for you. I've always found sitting down and planning every detail to be an utter waste of time because things will inevitably be lost to practicality or superior ideas- which is why I only tend to write down the most basic stuff- a guideline of sorts from which I can branch out. Then, as I write the plug-in, the world begins to evolve and expand and slowly it all comes together. Problem being with this theory is that if you're like me, you'll come out with a whole ton of inconsistencies, where you abruptly changed your mind and forgot to change things previous to match.

      Also, one other thing; don't be afraid to change your ideas or completely dump something. It might sound awesome one day then the next you'll realize you were just bull****ting yourself. You'd be amazed what kind of good stuff can come from your less popular ideas: an example: I was writing F-25, and it was sucking, per the usual. So I took a two week break from it and just dabbled with other stuff, to kind of get my creative energy back. I wrote an evil little scenario called "Reign of the Voinians" and released it, just for the fun of it. To this day, I think it is still more popular than F-25 ever was. (even though v.2.0 is by far superior to anything I've done before)

      Point being, don't be afraid to admit failure- which happens often when working in teams. Learn from the experience, and hopefully, come to terms with the fact that if you do want to really get something done, you'll more than likely have to do it yourself.

      _bomb

      **

      **

      I think people here are attributing the cause of the failures of a plug-in team to the concept of plug-in teams themselves. However, this is misplacing the blame. The true blame lies with poor leadership. As I’ve stated before, the difference between good and bad leadership is enormous and profoundly visible in the real world. In the process of the development, this principle is just as applicable. A team is often only as effective at completing quality work as the ability of the leader to motivate and lead. So instead of saying that plug-in teams don’t work, I believe one should say that plug-in teams don’t work without an effective leader. Sephil Saga is progressing very well as is mine, because Masamune and I are able to run the team effectively.

      I’ve already detailed what I believe to be good leadership in the other post but I’ll post it again here for emphasis. First, the ideal plug-in team leader would be a good judge of character and be able to determine whether an individual will continue in the face of adversity, whether he is talented or BSing, and the like. This is rather important for determining whether an individual will be a valuable addition to a plug-in development team. Second, the leader must been to identify their own weaknesses and deficiencies. A good leader cannot be blinded by his ego and when he can’t program or write planetary desc’s, he better realize it and attempt to fix it. In addition, a leader cannot become enamored with his own work. It is not sacred and can, even needs to, be changed in order to improve it. Third, a leader must be dedicated, motivated, and willing to motivate his plug-in team. He has to be the last person to go on month-long breaks for no reason and he must set an example for the rest of his team by meeting deadlines, planning effectively, and keeping his workers busy. The final trait I believe a leader needs is adaptability and organization. Adding onto the point of a leader should not become enamored with one’s work, a leader must be flexible and willing to adapt to changes. I created my plug-in as a guide and I encourage any project director to modify it, test it, and send me the results back to me. It is not intended to be the US Constitution, the absolute law. Back to my point, a leader must be organized in knowing what needs to be done, when it needs to be done, and how to get it done, be it finishing it himself or sending it to someone else. These four traits I believe to be equal in importance because in order to succeed as a leader, you must have all four traits. The unfortunate thing is that competent leaders are very difficult to find, which doesn’t help the case for starting a development team.

      That point is very well-said, _bomb. It is indeed true that an individual with the drive, talent, and time to finish a TC by himself is rare, especially with the must increased amount of work necessary to complete a Nova TC. Hence, I feel the need to form development teams with Nova is even greater. I do disagree with your point about how teams inherently tend to fade off. It’s not inherent but again a result of poor leadership. If one’s project fails while one is the project director, then one has failed.

      Your example of inconsistencies and my example of how people may change their minds during mid-development shows that good planning should occur beforehand. Again, I must clarify that I am not advocating you create every detail and certainly not the numerical ones as UE R&D; demonstrated. I am advocating you create the major details of motivations, culture, and history which are necessary to create a consistent universe.

      I agree with you completely about the necessity of the willingness to change. In the more final version of the guide, I explicitly state that it is a guide and not a set of codes. It is intended to help and guide you, not tell you what to do. Creativity is a process not easily controlled by a set timescale and I realize that you will always change your mind somehow. However, it is far easier to think of a new, better idea when you have something to base it off of. I am suggesting that one always keep a workable and detailed set of information on things. If anything, it should help your creativity. However, I’d like to note that popularity is not the metric for measuring true quality. Any Mac user should really know it.

      In the spirit of your last point, I’ll admit that parts of my theorized process could certainly be improved upon but that’s one reason I posted a preliminary summary and am having these discussions on this board. Discussion and thought about any subject allows it to evolve and generally become better. I welcome your responses.

      On another note, how’s your TC going? It’d be rather ironic if you wrote the 2nd plug-in FAQ only to have your plug-in vaporware. However, I hope that that is not the case and that progress has just been slow. Anyways, good luck on it.

      Quote

      Originally posted by TheRedeemer:
      **I totally agree. That's the creative process summed up In one sentance. You should be prepared to change your Ideas. I've wrote page after page of general notes, mission briefings and concept sketches just to go back and look over them and realise what a crap Idea it was in the first place. But it didn't upset me, It's just another learning experience. That's what it's all about in the end for most of us, If something doesen't work out, then fine, just leave it, hopefully with the skills you've learnt from that it will help you in the future. Don't carry on with something your not liking just for the sake of finishing it.

      Like many have said, It's about what works for you. I personally disagree with the principle of having everything planned out before starting a plug/TC. General Ideas and Notes are of course extremely helpful, but having something planned out to the last detail can only lead to trouble. Your bound to come up against problems, engine limitations etc which you will have to work round, you cannot plan for every eventuallity.

      And about Teams. I've mixed feelings on this. In some cases it works, In some cases it doesen't. You can't just say teams don't work. I know it hasn't been released yet, but Sephil Saga is going extremely well, and that has about 8 members on the team or some really high number like that (check on the website) But on the other hand, the Star Wars Nova TC has a large team, and has just been put on Ice. If you want a Team (any team for that matter) to work then you have to have good leadership. Without it it's going to fall apart.

      Also, the problem with 1 man plug-ins is the sheer amount of work and quality of work. With most people, you can't have it all. Not many people are excellent story writers, aswell as great graphics artists, computer programmers and sound mechanics all in one, (there are a few people like that, but not many) and you don't want to risk sacrificing the quality of one aspect for another. If your really good at writing you should be able to concentrate on the writing if you want and not have to worry about the other aspects, and If the story's of a high enough standard than I'm sure you'll get interest from the odd graphics artist looking for a project to work on.

      - Just my two pence.

      **

      I’m not sure why people think that I suggested everyone create detailed files that covered absolutely everything. I will proceed to correct this misconception again: my intent is to encourage people to create detailed documentation on their universe but certainly not to detail them to the point of being pedantic and such. Knowing the names and biographies of major political figures is good but knowing the family history of a minor planetary governor is unnecessary unless he is an integral part of the storyline. Engine limitations can mostly be worked around as Masamune and Uncle Twitchy have demonstrated numerous times as have many other developers. It is a matter of your analytical talent, and ability to continue on in the face of a seemingly unbreakable barrier.

      As for any team, it is a question of whether the leader is competent or not. Masamune is competent at his job and the person for SWN before does not appear to be. Simply put, if you don’t have leadership skills, don’t organize a team.

      As a leader, you must determine what talents you need and then find those people with those talents. They don’t have to be qualified or talented in every of the aspects of developing a plug-in but they need to have at least one of them and the ability to work well within a team. Like I said before, a good leader would be able to get them work together or dole out tasks to them in order to maximize their productivity.

      1000th post and I think I’ve set the record for the longest post ever. 😄 Anyone want to confirm or correct this?

      Best of luck to everyone on their plug-ins. Hope to hear responses to my arguments. As I said before, discussion and criticisms only benefit an idea.

      ------------------
      (url="http://"http://www.zhouj.net/days/")Days of Glory(/url), Upcoming TC for EV: Nova

    • Just to get my own word in, I believe that you all have very valid opinions.

      I attempted making a TC once, well actually twice. Its quite confusing because I attempted to make the same TC twice. I believe that TCs are very finicky creatures because they are in fact very long term projects, and their success (by success I mean completion) is always hanging on a thread.

      From my own experience, there are advantages and disadvantages to working alone and working in teams. On one hand, working with a team means that the work gets split up and the burden isn't totally on one person. On the other hand, when you work alone, you don't have to depend on anyone other than yourself. If you fail, it's your fault. By my own experience, my first attempt at an Escape Velocity TC was a Gundam 0083 TC. At the time, I didn't have ready access to the internet, so I wrote all of the descriptions, and did all of the resources myself. I belive that i finished about 1/3 of the resources before it died out. It probably would have gone through to completion had I found a person to do graphics for me, as I had absolutely no knowledge of the subject at the time. Flash forward four years. Escape Velocity: Nova is released, and I realize that its expanded capabilities as a game engine, and my increased capabilites to make graphics could possibly make my original idea as to the look of the TC. I put together my favorite mobile suit and posted it online. I got plenty of offers for help, and from those offers, chose five other people whose views were similar to mine. Within several months, the plug was dead. Because of my continued involvement with vaporware plugins (with one notable exception), I've learned a hell of a lot about the process of making plugins.

      Beyond simply putting together the resources of a plug, everyone who approaches a TC will have different personalities. While this may sound simple, it has a very big role in the success of your putting together a TC. Some people have a stronger leadership style, and sometimes that's needed, but other people have a more loose and open leadership style, but their teams are very self-sufficient and don't need the constant attention. I personally would make a TC with as small a team as possible because I know that it's hard for me to stay totally devoted to long term projects, so by dividing up the labor, it can get done that much quicker. Of course, that's not the only reason, but it's a major one for me.

      Zhouj, in my opinion, I feel that if you are going to make something like a TC development "guide," perhaps you should put at the forefront different ways that teams could organize their work. Which resources are most closely related so that people aren't working against each other. Give several suggestions: a production pipeline, a strict division of labor among members, etc. Make sure that you say that you're only giving suggestions and that nothing is set in stone. There is no single way of making a TC. Try to include quotes by people here giving their opinions. Most importantly, be sure to emphasize that the most important thing about any project is that all of its members have to have a desire to see the project through to completion. If someone displays doubts, suggest checking in with them privately to find out their intentions. If they want to leave, don't stop them, just make sure that you get their work first so that your and their time isn't wasted.

      Matrix

      ------------------
      "Interestingly, according to modern astronomers, space is finite. This is a very comforting thought -- particularly for people who can never remember where they have left things." - Woody Allen

      (url="http://"http://htf.mondominishows.com/valentine/main.asp?seed=7375&serial;=214877")The funniest valentine I've ever gotten.(/url)