(10-22-2012, 01:08 PM)Hirnwirbel Wrote: Quote: Also, 10 people seems like an awful lot for a mod team, considering the original game had less than 15 developers (and is much higher quality than this based on what I've seen). The more people you get, the more
likely it will far apart before you can publish a finalized version.
In their defense - while the Frictional team could work full time on Amnesia, these guys can only spend what free time they have on the project. So in a way a higher number of people could be justified, because each individual can contribute less man-days of work.
But I fully agree, the bigger the team the more organization you need to keep everything in order. So my suggestion would be to have one member be responsible for the project planning. Get time estimations from everyone, make a planning, set priorities, define milestones... Don't laugh, it really helps a lot from my experience.
Yes, I'm taking care of that. This far it's working out good since we have great communication via Skype.