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#1 2012-03-08 19:41:04

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Making Large-Scale Projects

If this doesn't belong in Collabs, please move it.

I made this topic because a lot of collabs don't do well. I'm writing from experience. I can't tell you how many collabs that were 3D, multiplayer, or had some other difficult concept failed. The collab owners realize that it won't succeed. I would like to prevent this from happening to other Scratchers in the future. However, I don't want to discourage people from attempting such projects. They should just take caution when doing so, and incorporate some tips discussed to help gain success.

Section 1) Introduction
A lot of collabs are huge. And yet, a lot of collaborations don't get very far. The reason? The scale. I have nothing against high-expectations, but if you're goals are too high, the project will never get done. This guide will provide some tips on making successful collabs, especially large-scale collabs. I'll also provide some tips on making large-scale projects more efficient, whether it's a collab or not.

Section 2) Why large projects often fail.
The answer is very simple, actually: a lack of resources. Whether the resources that the collab may be lacking is programming skills, art skills, time, good ideas, or whatever else, the lack will push the project back. In a normal collab, this just won't happen. The reason for that is a bit more complex. But the simple answer is complexity. In a small project, the collab will require less resources, and the required resources will be more common. For instance, if you are making a 3D game, your resources might be the best programmers on Scratch. But if your making pong, you could do with any new scratcher. Who's collab is more likely to succeed? Clearly, the pong collab.

Here's a scenario: You run a collab for a 3D FPS, which is one of the hardest Scratch games you can attempt. You have a dozen team members who all master whatever job they are taking on. Your collab started great, and the first draft of the prototype is epic. You're so impressed that you decide your team should take a little bit of rest from the collab. When you come back from your mini-vacation, development halts.

The reason for development halting isn't completely a lack of resources. As a matter of fact, your prototype had all the resources it needed. But the vacation changed some resource drastically. In real life, things happen. People fall in love, people die, people change, and in some ways, that applies to your collab, too. You can't plan for your head programmer to quit and still expect your collab to succeed. The truth is, it won't. But the reason for something drastic like this to happen to your collab isn't always clear.

Section 3) Knowing if you're project might fail
Before you can prevent your project from failing, you need to know whether it will fail. Make sure that your project doesn't require things that you cannot provide--I've seen collabs where it's a new Scratcher leading...and attempting 3D, multiplayer, or some other tremendous task. I'm not saying you need to master everything, just make sure that you have mastery in something, and that you have a little skill in others. (I love programming, but I still pass Art class)

Once you know that you can do most tasks moderately, it's a matter of who else can. Try judging how hard your collab is, on a scale of 1-10, 1 being pong, 10 being MMOFPS. (that'd probably be an 11) Here is a quick table of success I put together

+--------------------------------------+                                       
|     Number       |      Chance|                                       
+--------------------------------------+                                       
|        1         |        95%        |                                       
+--------------------------------------+                                       
|        2         |        90%         |                                       
+--------------------------------------+                                       
|        3         |        85%         |                                       
+--------------------------------------+                                       
|        4         |        80%         |                                       
+--------------------------------------+                                       
|        5         |        60%         |                                       
+--------------------------------------+                                       
|        6         |        40%         |                                       
+--------------------------------------+                                       
|        7         |        20%         |                                       
+--------------------------------------+                                       
|        8         |        10%         |                                       
+--------------------------------------+                                       
|        9         |        5%          |                                       
+--------------------------------------+                                       
|       10         |        1%          |                                       
+--------------------------------------+                                       
                                                                                 
If you're project has a low percentage on the table, you might want to re-think your collab. Anything under about 50% requires special care, and under 20%, you need to be an expert.


To be continued

Last edited by bobbybee (2012-03-09 18:30:49)


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#2 2012-03-09 16:13:06

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: Making Large-Scale Projects

bump.


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#3 2012-03-09 17:37:10

logiblocs
Scratcher
Registered: 2010-05-05
Posts: 100+

Re: Making Large-Scale Projects

Great guide. With collabs, start small and get more ambitous gradually.

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#4 2012-03-09 17:38:14

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: Making Large-Scale Projects

logiblocs wrote:

Great guide. With collabs, start small and get more ambitous gradually.

Any suggestions?


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#5 2012-03-09 17:46:45

razor2
Scratcher
Registered: 2010-06-28
Posts: 100+

Re: Making Large-Scale Projects

Tips on how to plan out a good collab


Help my collab:http://scratch.mit.edu/forums/viewtopic.php?id=113553

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#6 2012-03-09 17:49:16

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: Making Large-Scale Projects

razor2 wrote:

Tips on how to plan out a good collab

I'll definitely include that. Do you like what I have currently?


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#7 2012-03-09 23:38:39

MaxFlyboy
Scratcher
Registered: 2011-11-07
Posts: 100+

Re: Making Large-Scale Projects

bobbybee wrote:

razor2 wrote:

Tips on how to plan out a good collab

I'll definitely include that. Do you like what I have currently?

It's an awesome guide. The pong thing also will fail. What people should really aim for is points 3-7 for collab. I once tried to have a pong collab and nobody joined. The collab should sound exciting so it really should be from 3-7

Also the 1% thing is a stretch for letter 10. It really should be 0.01%, and that's doing a little exaggerating. Only 1 person that I've seen actually ever made a 3d game (Dawgles with scratchcraft) and there are thousands of others who tried to make a 3d game yet failed. He didn't even make it MMO.


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#8 2012-03-10 11:15:04

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: Making Large-Scale Projects

MaxFlyboy wrote:

bobbybee wrote:

razor2 wrote:

Tips on how to plan out a good collab

I'll definitely include that. Do you like what I have currently?

It's an awesome guide. The pong thing also will fail. What people should really aim for is points 3-7 for collab. I once tried to have a pong collab and nobody joined. The collab should sound exciting so it really should be from 3-7

Also the 1% thing is a stretch for letter 10. It really should be 0.01%, and that's doing a little exaggerating. Only 1 person that I've seen actually ever made a 3d game (Dawgles with scratchcraft) and there are thousands of others who tried to make a 3d game yet failed. He didn't even make it MMO.

Can I include some of that?


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#9 2012-03-10 11:20:47

MaxFlyboy
Scratcher
Registered: 2011-11-07
Posts: 100+

Re: Making Large-Scale Projects

Sure I guess.


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#10 2012-03-10 12:28:11

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: Making Large-Scale Projects

Thanks. I will in the next update.


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#11 2012-03-10 12:31:30

MaxFlyboy
Scratcher
Registered: 2011-11-07
Posts: 100+

Re: Making Large-Scale Projects

You should just keep on editing the first post


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#12 2012-03-10 12:52:16

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: Making Large-Scale Projects

MaxFlyboy wrote:

You should just keep on editing the first post

I do. It's just I'm doing something else at the moment.


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#13 2012-03-17 12:19:33

bobbybee
Scratcher
Registered: 2009-10-18
Posts: 1000+

Re: Making Large-Scale Projects

mega-bump (well, not really)


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