The person in question bailed out because of your deadlines. Why do you impose such strict requirements?
I hadn't realized they were that strict because i feel like 2 weeks is plenty of time to get a level done, but i guess it isn't?
Cedur wrote:You won't convince anyone to join such an important position, or at best they will rush their levels because of this, which you don't want either. Just let yourself and your team develop the project without being eager on getting it done in a quick timeframe.
The reason i wanted to pick up the pace on this is that this project has been in development for nearly 3 years and if i'm working at a rate as slow as 9-10 levels a year, this project wouldn't get finished for another 5+ years which i wouldn't really want.
Cedur wrote: If a team member is ignoring their job, you'll notice anyway. A team member follows a common goal together with you, they are not your employee, they should still have space for other focuses. This is just creating an environment of discomfort leading to a worse outcome.
To be fair, the reason for me giving people generally two weeks to finish one level is because i considered it enough time to fit other focuses in with it and hadn't realized it was such a strict deadline. And the reason for me having deadlines is the fact that i've had plenty of experience, and this includes myself, is that if you don't sent some sort of deadline to get things done, you commonly won't, i learned that from this thread
, which even tells you to make deadlines and keep them, however i can see where you'd be coming from since it does also say that realistically, you won't end up keeping them, so i'm going to compromise on this. i'm not going to make deadlines to get things done, however i'll try to encourage that we get it done around that point, even if we don't usually end up finishing it by that exact date.
Cedur wrote: The deadline for betatesting proves obsolete anyway because of e.g. hindrances that require a patch. Granted I wished the person would have talked to you before about leaving but I can clearly see why.
I've caught on that much
Cedur wrote: You have got some fantastic work already, and looking by the amount of stars and worlds planned you're already more than 50% done right? Which is a great position? Just keep moving on?
Well, not exactly, it's more of being able to be curved to around how many levels are finished, which is around something a bit over 30, however i do have plenty of ideas for levels so it's fine in that sense. however, professional lunalua programmers are still something that are needed as i've tried to learn lunalua for over a year and just can't.
Yeah if stuff don't work out with your team then you should continue the development alone until you either get help again or finish your episode.
The issue however is that i couldn't finish an episode this big alone realistically.
Eri7 wrote: And deadlines are bad , i never managed to finish any of my deadlines so i don't like them being a thing in smbx projects.
It's not necessarily that their bad, it's just that alot of people, and that includes my self, realistically don't keep them.
Eri7 wrote: Also you have to always expect to finish your project alone , if someone helps you with it , then great , consider it an addition but never be depended on them in order to finish your project because it will slow you down a lot,
That is true, i guess i sorta forgot about that for awhile.
Eri7 wrote:so yeah good luck , maybe you will get more people to help you in the future.