I see.

I think it's important to have a documented plan. The last two projects
I was on succeeded. The one thing that kept these projects running was
the fact that there was a set time and goal for every feature in the
program. I'm not saying we need to say: May 2006 we finish the program.
But more on a release by release basis.
We need to describe the functions in the game. Then put together a list
of what we want for a first (test) release. Then calculate how much time
we need to finish that goal.

Along the way we can change the plan, but we need to have some kind of
plan. 

About the meeting.
I think my laptop is online thursday, but I'll be Away From Keyboard. My
girlfriend is stopping by and we don't live together yet. So as you can
guess: I need the time with her. ;-)

Regards,

Gert-Jan

Op wo, 05-01-2005 te 17:20 +0100, schreef Wagner Frederic:
> On Wed, Jan 05, 2005 at 02:37:17PM +0100, Mario Diehl wrote:
> > Am Mittwoch, 5. Januar 2005 12:23 schrieb Gert-Jan de Boer:
> > > Is there any documentation on the reverse engineered files? 
> > Not at the moment.
> 
> well not much to be precise. I wrote a quick doc in the "SPEC" file in
> the parser subdirectory it's half french, half klingon so don't expect
> much of it
> 
> > > Has anyone 
> > > done some work on gamedesign? Is there a plan for the game?
> 
> not much more than what I wrote in the "status" I sent you.
> basically I was planning on focusing a bit on the engine (adding script
> language, opengl and screen resizing) before starting the game in
> itself.
> 
> the networking question is also still open.
> 
> > > 5) Make a release plan.
> > wow, you are very fast but good idea.
> 
> this is a good idea, there is also a task manager on gna that I think we
> should use
> 
> Fred 
-- 
Gert-Jan de Boer <[EMAIL PROTECTED]>


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