Quote
Originally posted by Martin Turner:
**Sorry, are you offering advice or requesting it?
Some thoughts:
1. When you start a TC make sure that you have adequate resources and time.
Thought: I'm not sure how helpful this is. Until someone has made a TC, how can they know what the resources and time are? In any case, what are adequate resources and time?
2. If you have never made at least a plug it is not advisable for you to try to make a TC
Thought: Aha. Now I see where I went wrong.
3. Don't advertise your TC until you are through the hard stuff (Missions, Ships, etc.)
Thought: Apart from software companies, which usually pay the penalty for it, very few commercial organisations do any marketing at all until the product is tested and ready to roll. Also: how do you know which will be the hard stuff until you've done it all?
4. Start out small and grow larger-(start with getting a plug working so that you have at least a foundation to work on)
Thought: Isn't this by definition what you would have to do? I don't see how it would be possible to start anywhere but small. But heck, what would I know?
**
Well as much as I hate to point this out, your post was written in a derisive manner that twisted his words and addressed them only in a way that would allow you to get your sarcastic quips in. Thanks Moderator.
1. While not having ever developed a TC, with a tiny bit of dev experience (or perhaps none at all) and an average dose of common sense, one could reasonably analyze their life and their ability to meet the commitments than one can reasonably assume would go along with that task.
2. I would say that most developers who are successful would agree with this advice. However, if you, in your infinite ability, developed your amazing plug-ins without ever dabbling or trying any small projects, you are an inspiration to us all. In fact, I would recommend that everyone, regardless of development experience, begins development on a TC.
3. Well, as plug-in development is closer to software development than almost any other commercial enterprises, maybe it would be a good idea to take a lesson from their errors. Moreover, over hyping a plug-in, and premature advertising is a problem that has plagued the EV development community from day one. Oh, and organisations is spelled organizations.
4. Well, if we take the message in the way that it was (clearly) meant to be taken, we see that he means get the core of the plug-in operational before going on to minor development. For instance, developing the basic universe, necessary planets, main mission strings, basic plot spacecraft and weapons, before developing things like side strings, disaster, junk, and other, similar resources. EG maybe one would develop the main mission string, then move to planet descs instead of writing every single mission that the game will have.
Overall, these sound like good advice, not that I agree 100% with all of them, but, generally, they are well thought out and applicable. Is there some reason that you feel that a sardonic, unpleasant, poorly thought out response is necessary? But then again, you are the perfect model for all plug-in developers, right? Who am I to question you?
Joe
------------------
"Life is tough, but it's even tougher when you're stupid."
-John Wayne