Game Discussions Star Citizen Discussion Thread v12

Dear sir, what you provided was enough to reach the conclusion. Adding manpower to a late software project makes it later. That's called Brooks's Law, it is 45-years old and well-known.

Having worked (oh blimey) for 30 years on IT projects of various sizes (some tiny and many mind numbingly huge) I can absolutely confirm that Brooks' Law is very well known and well understood, even if not by that name. It is true for projects and teams and even tasks.

My favourite saying on this theme is 'nine women can't have a baby in a month'.

I shan't bore anyone with the 'reasons why' nor the techniques that can be deployed to counter this. I'll just limp away with 30 years of scar tissue....... nodding in agreement with Firkrayt.
 
Illfonic would like a word with you about parallel teams. ;)

Oh Christ, yes. Years of work scrapped due to incorrect scaling & etc. Something that fundamental should have been in the design document from the beginning.

If Turbulent are being outsourced the same way then hold on to your trousers.... this could be bad. If they're simply being brought in as outside contractors then at least internal communication should be less of a problem.

This will bring them under Robert's direct control, though, so win some/lose some.
 
At the risk of seeming OT (I'm not) I'll post this.

https://getpocket.com/explore/item/...ne-else?utm_source=pocket-newtab-global-en-GB

Read it through, and then cast your mind back to 10-for-the-waver-of-hands.

I think you'll say 'yes' (this is belatedly topical)!

I said no to my wife once.... didn't work out too well :D

Anyway, what he's saying is a bit similar to the Eisenhower matrix and its something i pretty much how i operate. The main difficulty is pushing things that are either urgent or important down into the not really that urgent or not really that important categories, because sometimes it seems like everything is urgent or important, but you have to draw the line sometimes.

How-to-Make-Decisions-on-What%E2%80%99s-Urgent-and-Important-min.jpg

This could apply to planning a software project as well, but instead of delegate (which normally isn't possible) you'd probably replace this with "maybe, if you get all the other important stuff done, but you know by that point there will be other more important stuff, so just forget about it mkay?"

I think CR's problem is he thinks everything is important and his sense of priority seems totally out of whack.
 
Saw this on SA. I'm sure there are enough backers qualified to fill this role...

Another Turbulent advert

https://emploi.afjv.com/emploi-jeux.../EDEV1847-18619

emot-v.gif
What you will do with us

As a member of the Game Services team for Star Citizen, you will be responsible for building the online MMO backend services and related tools, acting on both the server and the game client. The team is based in Montreal, but operates primarily online with studios located in the US and UK.

Your main objectives will be:
Design service APIs to optimize game functionality by working closely with Game Designers
Develop scalable online macroservices in a vast ecosystem of interrelated services
Program in tandem with gameplay developers to activate the game client
Take ownership of the game's features in the MMO architecture from start to deployment and operation

You will work with the following technologies:
Communications with gRPC and Protobuf
Gameplay services under Node.JS with Typescript
High performance services with C ++ and gRPC
C ++ Game Client (StarEngine) Communications with gRPC
Distributed message queues (Kafka)
Deployment with Kubernetes, Docker and Linkerd2

Your talents
Communicate effectively with people and translate technical jargon
Adapt to different contexts, sometimes changing priorities
Manage your schedule to ensure productivity and efficiency in projects
Demonstrate autonomy, thoroughness and curiosity about new technologies
Get things done, share best practices in backend development, contribute to the implementation of efficient processes

Candidate Profile
Your previous achievements and experiences
Relevant programming experience or bachelor's degree in computer science
4 years + experience in backend programming
2+ years of programming experience with Node.js and experience with TypeScript
Good understanding of Linux command prompt, git, and build procedures
Good understanding of real-time network communication via gRPC, WebSocket
Knowledge of event sourcing and Domain-Driven Design (DDD)
Experience with C / C ++
Experience with Docker and Kubernetes; an advantage
Experience working in a video game studio, an asset

What you're dying to accomplish
Create macroservices in a multilingual environment
Be part of a fast iterating development environment
Estimate the effort to complete specific tasks, meet delivery deadlines and help the team collectively define and meet the production schedule
Provide mentorship to other developers on technologies you have learned to master
Design innovative online services with an emphasis on fault tolerance, scalability and security
Understand the functionality of the game in order to provide clean, well-defined and documented service APIs
Use Cloud Native Technologies to Ensure Star Citizen is Built on a Sustainable Ecosystem
Provide tools and applications to enable LiveOps teams to manage the game
Interact with infrastructure engineers to analyze, inform, review, and improve the reliability and scalability of the game backend

Required Skills
gRPC 1 to 2 years
Node.js 3 to 5 years
C ++ 3 to 5 years
Kafka 3 to 5 years
Kubernetes 3 to 5 years
Protobuf 1 to 2 years
TypeScript 3 to 5 years
Docker 1 to 2 years
Linkerd2 1 to 2 years
 
building the online MMO backend services and related tools, acting on both the server and the game client. - someones gonna have to explain that in a user friendly way please.

For me it's just a step forward the industrialization of system's creation.

Youre right, it is, a company or a team is or will be dedicated to almost solely generating new planets, ready to put into the game when its ready. There will probably be some pretty JPEGS or videos showing these planets. Just thought some of them may be for sale.

Like the ships.

Which situation ?
The 'supposed' tools will be used in house AND by contractors. CIG want to multiply the creative teams and that's what they do. More parralel teams on same work with same tools = faster delivery of systems.

CIG have contracted out some artwork and kept the software and hardware issues in-house, for the moment. Kind of makes sense, keep a smaller team of devs and contract out the artwork. Implies a lot of artists may be losing their jobs at CIG, maybe they are now the first casualties if the money slows down.

Doesnt mean anything is further forward. They have literally asked a company to design some new deckchairs to put on the Titanic when it gets into Port. There is no ship to put the deckchairs on, there are just more deckchairs, lots of fancy different designs and differently coloured deckchairs. Theyre nice...but when is the ship going to get into Port?
 
I always used to like the fact you can walk around the stations in SC, but it seems in 3.11 you now have to use elevators to get around more? Do they still kill you?

wE5dCf9.png
 
Oh Christ, yes. Years of work scrapped due to incorrect scaling & etc. Something that fundamental should have been in the design document from the beginning.
Yes. And building solid tools to control all those metrics when you work with contractors is one way to avoid those problems. And that's what CIG do since several years. The Illfonic fail should have taught them the hard way how to work with contractors.

Dear sir, what you provided was enough to reach the conclusion. Adding manpower to a late software project makes it later. That's called Brooks's Law, it is 45-years old and well-known.
Dear friend, you teach me nothing about those laws (Brooks, Hofstadter, Peter's principle, etc). I started to code 35 years ago, hard to miss them when you are a coder. The Brooks law is about late project, not overdue projects that doesn't care about deadlines (talking for SC only). Re-read the law.

Parallelization works when the tools are solid and the teams are competent. A simple example : the tool (minecraft) + the guideline (Game of Throne documentation) + hundred people and you get WesterosCraft.
 
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