That is why it is vitally important to use a private team for the early
stages of the project and go public once it reaches a certain degree of
stability and playability. In the early Alpha stages there may be
patches on a daily basis which is too much for everyone on a public team
to keep track of, and not everyone out there wants to be downloading and
installing patches every single day. My public releases can go weeks and
perhaps months between releases because generally what I release to the
public is very stable for a test release, and nothing critical other
than this DirectX problem has popped up in public testing.
Plus if a developer offers a public release it is assumed he/she will
provide a reasonable amount of documentation for a beginner to use the
software. No matter how much you post this is a test release only some
technically challenged computer user will download it, and if the
documentation isn't clear or non-existent you'll hear about it.
Unfortunately, during testing things change so frequently that it is
almost impossible to write the documentation and keep it current. So it
is handy to have a small team who understands this and is able to figure
things out on his/her own with a bare amount of documentation and
explanation from the developer. Generally that is why I pick people with
reasonable computer skills so I don't have to write a 100 page technical
manual on the game, and update it on a daily basis every time I change
something in the code.
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