Author Topic: Project Management issues? [A9]  (Read 3414 times)

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March 02, 2017, 02:59:33 PM
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Ixby

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Just wondering if anyone has had any resounding success with the Project Management function in the latest A9 version?

I created a small team for an Audio Tool based on the recommended size (it suggested 2 designers and 3 programmers) for the content, gave them a Lead, and assigned the management option template thing. Initially I only hired the Lead and Designers, and a few months into the Design process I noticed the more experienced Designer just stopped working because he was now 'unqualified for the assigned task'...Anyway, I left them at it for almost a year, and while the Lead seemed to accumulate some Action Points, I took personal control of the project and found that the design was barely half full after almost 12 days. In a seperate attempt, it took less than half the time to FINISH the outstanding design doing it myself with just as many designers.

Is it supposed to take them this long to get anything done?

Also, as a side note, I find the recommended team sizes to be nonsense, especially for contract work on logistics/embedded. I've had twice the recommended sizes and find that I still have issues with quality for the given time, and my programmers don't seem like garbage...Yet its the opposite for Art! My game asset contracts are always ready to finish maybe half to 3/4 of the way through.

[cross-posted on reddit for visibility]

March 09, 2017, 09:11:34 PM
Reply #1

UtterBob

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I have it working well. The key thing seems to be separating design from dev & art. You can't assign more than 1 team for the dev phase (I've posted a suggestion to fix that) so artists and devs have to be in the same team but you can designate all the other roles to different teams. I have 1 design team for the whole company, all manual and PM tasks (about 15 titles PM development).

The basic reasoning was noticing dev time was many multiples longer than design time and not wanting to pay designers to be idle that long. As I played around I found that ratio to be so dramatic I ended up going with 1 design team of 12 + leader for a company of over 150 staff.

With all that said, I think you hit a bug. I recall a YouTuber I watch hitting it too. There was/is 1 design specialisation that PM bugs out on (or maybe it can happen to any I really don't know). Once it happens, switching the title to manual wont fix it, the design bar wont move for that speciality. The only thing to do with it is can it.

March 10, 2017, 08:34:37 PM
Reply #2

Ixby

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Thanks for the reply!

I haven't had a chance to try the PM again, as I've been restarting a lot lately and trying different approaches out for my own curiosity.
I'll definitely try it again with a dedicated design team...and a better leader xD

I've also noticed that efficiency seems to taper off with 'large' teams (or a combination of teams), at least with regards to number of programmers vs the recommended size for the job and the actual lines of code per day that are generated...Though I've admittedly only studied it with somewhat smaller projects (audio tool, 2D editor, and operating system all during early-mid 80s) and only for the very first four or five days(months) or so worth of programming, just to see what the differences would be.

I got to a point where adding more programmers to a project didn't increase the code output, and it really didn't take much on something small like the audio tool. I assume it's intentional, I mean at least under the whole 'too many chefs in the kitchen' aspect, but it's a little difficult to find solid information about the mechanics in play...at any rate, it sort of makes me question the 50-man programming teams I see people pulling.


March 16, 2017, 07:12:20 PM
Reply #3

cogwheel

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You can't assign more than 1 team for the dev phase (I've posted a suggestion to fix that)

Looks like this was fixed before I had a chance to notice... I have one design team and one art team working on all my products.

March 16, 2017, 07:22:29 PM
Reply #4

cogwheel

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I've also noticed that efficiency seems to taper off with 'large' teams (or a combination of teams), at least with regards to number of programmers vs the recommended size for the job and the actual lines of code per day that are generated...Though I've admittedly only studied it with somewhat smaller projects (audio tool, 2D editor, and operating system all during early-mid 80s) and only for the very first four or five days(months) or so worth of programming, just to see what the differences would be.

I got to a point where adding more programmers to a project didn't increase the code output, and it really didn't take much on something small like the audio tool. I assume it's intentional, I mean at least under the whole 'too many chefs in the kitchen' aspect, but it's a little difficult to find solid information about the mechanics in play...at any rate, it sort of makes me question the 50-man programming teams I see people pulling.

They're definitely both intended effects. One of the tutorials mentions that adding more and more people to a project won't help after a certain point. I don't remember anything specific about splitting people's attention among multiple projects, but that seems to be a feature throughout the game. Two 6-person marketing teams working on two different products will spend more of your budget than a 12 person team working on both products at once.