How do you schedule your time to make a demo / scene related stuff?
category: general [glöplog]
Dear sceners,
It will be interesting for everybody to know your tips and tricks used to save time and manage producing something for the scene.
Please share your knowledge and technics to save time and be productive with all of us.
Thank you in advance for your collaboration.
This thread will be alive forever.
It will be interesting for everybody to know your tips and tricks used to save time and manage producing something for the scene.
Please share your knowledge and technics to save time and be productive with all of us.
Thank you in advance for your collaboration.
This thread will be alive forever.
Redundant pouet threads slow me down.
Pouet threads in general slow me down.
Making pouët logos and voting pouët logos used to slow me down. Bu not any more, nitro2k01 is a dull boy. Yes nitro2k01I s a DU ll B oyy!
And yes this thread will be alive forever, whilst the original question will never be discussed. Just as in most threads.
Just so you know.
And yes this thread will be alive forever, whilst the original question will never be discussed. Just as in most threads.
Just so you know.
wake up at 5:30 in the morning and work your ass off.
stay up until 5:30 in the morning and work your ass off.
Redundant pouet threads slow pouet down.
Ineffecient logo code slows pouët down.
That too, yes.
while(true!=false?true:false) ; // scheduling
That's an interesting for me question. Because I someday wish I'll boost up my sacred productivity in high heavens! (Heh ;)
I really need that. I am the person who never finishes what he promises on time :(
Also, one characteristic of me is that I don't have a plan and whenever I tried to make one, I never manage to follow it. So, I decided to forget plans and just work whenever I am in the mood for it..
..so, I am rarelly getting the kicks for doing something in the scene. And I don't wish to oppress myself anymore for finishing something.
I still search for some succesfull tips on the main purpose though. Sometimes I think I should go for a plan, one that takes in account my laziness, but with some kind of trick manage to persuade me to start working. Some other times, I think I should just let it go and keep myself inactive till I find the motivation again. But I doubt I will soon.. ;/
Blah blah blah..
I really need that. I am the person who never finishes what he promises on time :(
Also, one characteristic of me is that I don't have a plan and whenever I tried to make one, I never manage to follow it. So, I decided to forget plans and just work whenever I am in the mood for it..
..so, I am rarelly getting the kicks for doing something in the scene. And I don't wish to oppress myself anymore for finishing something.
I still search for some succesfull tips on the main purpose though. Sometimes I think I should go for a plan, one that takes in account my laziness, but with some kind of trick manage to persuade me to start working. Some other times, I think I should just let it go and keep myself inactive till I find the motivation again. But I doubt I will soon.. ;/
Blah blah blah..
And the other thing I was thinking is, perhaps change of focus in demomaking.
For example, till today I was the coder guy who made various random effects in few months period (And still, if I was productive enough I should've made 60 of them instead of 6 in that period), without any plan. And suddenly, because a demo is supposed to be not just spreading a bunch of effects (like we do in basic scene sometimes), but all of them connected with music and stuff, I somehow thing to connect what I had. But when doing the effects, I was only thinking of the code and never had a plan. So I mix up things without having something in mind and I also never find the time for design, colors and stuff (90% of my time in effects, 10% in designing the actual demo).
I am still wishing to take alternative roots in demomaking.
First a plan. Second, diferrent approaches..
Approach one. Mindstorm. Concentrate on an idea/design/look/feel, think of what effects and colorscheme, style/atmosphere, music are needed. And work the other way around. From the idea to the code.
Approach two. Can one single effect make up a demo? There are demos out there with one special effect in variations building the whole thing, that I find more enjoyfull and complete as a demowork than everything I've done. Would I enjoy that approach as the coder guy? Or would I be enforced to do something that doesn't need as much work in coding, concentrates more on idea/design, and most people might like?
Approach three. Generally, take less time on coding and more time on the actual demo. Prefer fewer and good looking effects, trendy stuff easy to code, write in what makes your work easier (Compiler and not assembler, modern machines not some 8bit ;P (Maybe 8bits are mostly for pure codepr0n and modern machines for the other approach ;)). And have a plan, aim for something that takes less time and work but might look niftier and more complete.
Blah blah blah..
For example, till today I was the coder guy who made various random effects in few months period (And still, if I was productive enough I should've made 60 of them instead of 6 in that period), without any plan. And suddenly, because a demo is supposed to be not just spreading a bunch of effects (like we do in basic scene sometimes), but all of them connected with music and stuff, I somehow thing to connect what I had. But when doing the effects, I was only thinking of the code and never had a plan. So I mix up things without having something in mind and I also never find the time for design, colors and stuff (90% of my time in effects, 10% in designing the actual demo).
I am still wishing to take alternative roots in demomaking.
First a plan. Second, diferrent approaches..
Approach one. Mindstorm. Concentrate on an idea/design/look/feel, think of what effects and colorscheme, style/atmosphere, music are needed. And work the other way around. From the idea to the code.
Approach two. Can one single effect make up a demo? There are demos out there with one special effect in variations building the whole thing, that I find more enjoyfull and complete as a demowork than everything I've done. Would I enjoy that approach as the coder guy? Or would I be enforced to do something that doesn't need as much work in coding, concentrates more on idea/design, and most people might like?
Approach three. Generally, take less time on coding and more time on the actual demo. Prefer fewer and good looking effects, trendy stuff easy to code, write in what makes your work easier (Compiler and not assembler, modern machines not some 8bit ;P (Maybe 8bits are mostly for pure codepr0n and modern machines for the other approach ;)). And have a plan, aim for something that takes less time and work but might look niftier and more complete.
Blah blah blah..
Optimus, you might want to read what I wrote there: http://knos.free.fr/20060219/
In the pdf there, I mean.
In the pdf there, I mean.
ever since i learnt this model, i run out of time for everything! :P
Thanks knos, I encountered that pdf some time ago and already read part of it. I am interested in such stuff.
One just never knows, so little feedback.
usually I have stuff ready like sounds/musics/3D objects/textures
then I wait till deadline to put all together (not a good thing to do I know...)
then I wait till deadline to put all together (not a good thing to do I know...)
> Thanks knos, I encountered that pdf some time ago and already read part of it. I am interested in such stuff.
Oh yeah, just like me. I also read the first part of that diagram. Maybe someday I will find some time to read the rest.
Oh yeah, just like me. I also read the first part of that diagram. Maybe someday I will find some time to read the rest.
all work and no play makes jack a dull boy
I start out well ahead of time with some idea, do a lot of experimentation and work increasingly like mad nearing the deadline. I usually end up with something quite different from my original idea. This is far from efficient, but I have fun and actually gets something done.
Emmanuel: At university you usually have a mandatory course about project management. I took an exam on it some terms ago, and currently we're trying to apply it on a practical project. But it doesn't really work, as people lack discipline...
Basically, you simply have to precisely analyze what needs to be done and then make a time-plan before starting to work. When will you start what work-package, when will it end, what are the milestones to measure the success of your project,...
By making a "milestone trend analysis", you see whether you've made a realistic plan, or whether you've overrated your own or your team members' skills. The consequences you can take depend on the type of project management you're doing. There are various forms of project management; some forms allow reallocating work-packages any time, while others are less flexible.
I just wonder if any demo group is actually applying project management? :-)
Basically, you simply have to precisely analyze what needs to be done and then make a time-plan before starting to work. When will you start what work-package, when will it end, what are the milestones to measure the success of your project,...
By making a "milestone trend analysis", you see whether you've made a realistic plan, or whether you've overrated your own or your team members' skills. The consequences you can take depend on the type of project management you're doing. There are various forms of project management; some forms allow reallocating work-packages any time, while others are less flexible.
I just wonder if any demo group is actually applying project management? :-)
I just keep on making it until it's finished.
Quote:
But it doesn't really work, as people lack discipline
... and then comes in the method most software giants use, giving codes to employees and closing them into small rooms with no internet connection.
Adok, read your competitor.
Pain#1005 / The articles / About Ocean machine by Kalms + Ghandy
You can even see in the .lha for ocean machine the project plan they used with the planning + tasks.
Pain#1005 / The articles / About Ocean machine by Kalms + Ghandy
You can even see in the .lha for ocean machine the project plan they used with the planning + tasks.
Yes, I've seen it. Too bad the quality of the picture is low. I'm even unable to decipher the name of the tool with which this was created.