F_Smith:
You are making a serious mistake, and that is your ridiculous habit of referring to "programmer" in the plural As far as I can tell, we only have three programmers for the whole project. Each model only has one programmer, if that.
Thus the problem with the bazaar model: we don't have the programmers. LGJ and I knew that, so we thought we were doing everyone a favor by making a detailed design doc ourselves. We assumed that if our system was coherent, functional, and well documented then it would be easy to program. Obviously that was a mistake.
I understand your views on "owners" supressing innovation, but you have to believe me when I say that the model leads usually have a good idea of what can fit in and what will not. Sometimes those innovations would have the effect of destroying the entire system and forcing everyone to go back to square one. If someone changes the foundation of the model, they can easily destroy the entire thing and force the thing to be rebuilt form scratch. This would waste time and could ultimately prevent the project from going anywhere. Some things just have to be set in stone, for better or for worse.
I have started reading "Thinking in Java" and now have a rudimentary understanding of the program structure. I will try to design object oriented models from now on; I have been designing blindly for too long now and that has to change.
From what I have read so far, it seems like technology as we have defined it is a perfectly valid object class. Each technology is a discrete object that stores data about itself and operates on itself and other things. You can add and subtract them from the system more or less at will and they all use the same handles. The basic tech structure is a Base Class, and the Tiers and specialized techs are Derived Classes.
The techs work with the rest of the game using the Technology Tag class of objects. The tech objects operate on the tech tag objects, and the tech tag objects operate on the objects in the other game models. I can see how there could be a bit of trouble defining some of the equations as object interactions, but we should be able to get it to work.
Our five year old computer is not capable of running the java compiler, but I will be able to program on the computer I am getting for college. Hopefully I will be able to program some of the models I have been working on.
You are making a serious mistake, and that is your ridiculous habit of referring to "programmer" in the plural As far as I can tell, we only have three programmers for the whole project. Each model only has one programmer, if that.
Thus the problem with the bazaar model: we don't have the programmers. LGJ and I knew that, so we thought we were doing everyone a favor by making a detailed design doc ourselves. We assumed that if our system was coherent, functional, and well documented then it would be easy to program. Obviously that was a mistake.
I understand your views on "owners" supressing innovation, but you have to believe me when I say that the model leads usually have a good idea of what can fit in and what will not. Sometimes those innovations would have the effect of destroying the entire system and forcing everyone to go back to square one. If someone changes the foundation of the model, they can easily destroy the entire thing and force the thing to be rebuilt form scratch. This would waste time and could ultimately prevent the project from going anywhere. Some things just have to be set in stone, for better or for worse.
I have started reading "Thinking in Java" and now have a rudimentary understanding of the program structure. I will try to design object oriented models from now on; I have been designing blindly for too long now and that has to change.
From what I have read so far, it seems like technology as we have defined it is a perfectly valid object class. Each technology is a discrete object that stores data about itself and operates on itself and other things. You can add and subtract them from the system more or less at will and they all use the same handles. The basic tech structure is a Base Class, and the Tiers and specialized techs are Derived Classes.
The techs work with the rest of the game using the Technology Tag class of objects. The tech objects operate on the tech tag objects, and the tech tag objects operate on the objects in the other game models. I can see how there could be a bit of trouble defining some of the equations as object interactions, but we should be able to get it to work.
Our five year old computer is not capable of running the java compiler, but I will be able to program on the computer I am getting for college. Hopefully I will be able to program some of the models I have been working on.
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