Do you have a development team?
Re: Do you have a development team?
The easiest way to get a person to follow a design/plan/anything is to pay him.
If a trainstation is where trains stop, what is a workstation ?
Re: Do you have a development team?
When it comes to development teams, I am not an expert. Unless the overall design and political views on licensing (as examples of typical issues) are strongly agreed on, it is very likely that people end up debating non-technical issues. This is not a surprise and posting such an obvious statement is almost like having an incomplete type in C. I will try to complete the post.
For a hobby project, it is too easy to "just quit" if there are disagreements. What if we imagined a situation where developers must complete the task, e.g. designing and implementing a kernel? We would have heated discussions, grief, tears, and the usable real product at the end. This may sound bad, and to some extent it really is, but it works. If we "removed the option to quit", we could have a development team that can really be pushed and it just does not break. Some things may be compromises and nobody thinks its their own ideal system but what audience sees is a heck of a good product from a practical/business standpoint. However, nobody wants to be forced to work for a hobby project so it is enough to understand the logic described above and voluntarily have one rule for the project: people shall not to quit during the project.
I am not entirely serious so take this as a tongue-in-cheek suggestion.
For a hobby project, it is too easy to "just quit" if there are disagreements. What if we imagined a situation where developers must complete the task, e.g. designing and implementing a kernel? We would have heated discussions, grief, tears, and the usable real product at the end. This may sound bad, and to some extent it really is, but it works. If we "removed the option to quit", we could have a development team that can really be pushed and it just does not break. Some things may be compromises and nobody thinks its their own ideal system but what audience sees is a heck of a good product from a practical/business standpoint. However, nobody wants to be forced to work for a hobby project so it is enough to understand the logic described above and voluntarily have one rule for the project: people shall not to quit during the project.
I am not entirely serious so take this as a tongue-in-cheek suggestion.