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<Mailing List Intro>

Hi, and welcome to the UserFriendly.org community's Intruder game project mailing list!

The purpose of this list is to facilitate communications between all of the members of the development team, as well as allow a forum for observers and testers to comment on the project. Due to the nature of this project and the methodology we'll be using to carry the project to completion, we've chambered a round in the Reality Check Gun and have built some structure and rules around how we all conduct ourselves on this list and during development of the project.

The prime directive, principal mandate and number one goal of this project is to produce and deliver a top-rate computer game that is both entertaining and cerebral. Everything else falls by the wayside in light of this goal.

Ideally we'll produce versions for a variety of platforms: the first two platforms are obvious - Win32 and Linux. If there is sufficient interest, the next most obvious platforms to support will be Mac and BeOS.

The following rules were drawn up to keep us all on the same track; it's a good thing to be passionate about this project, but we all need to be passionately sailing the ship in the same direction.

  1. Please park your ego and your pet projects at the door. This is about a team effort, and about proving that a high-quality game product can be produced by the highly gifted community we are all a part of.
  2. You're encouraged to pipe up with suggestions, comments and ideas; the more of that the better, since the best ideas come from collective brainstorming. However, when a decision has to be made, please accept that decision, even if it goes counter to your wishes.
  3. If you can't accept a decision without losing your passion for the project, please politely say so and bow out. No one expects you to work on a project that you don't buy into. On the same note, we do expect you to remain civil about it.
  4. In fact, you'll be expected to remain civil throughout the development process. If you feel like you're going to get nasty, take a deep breath and put things into perspective. We're all doing this on our spare time, for no monetary gain. In other words, we're doing this for fun. Don't ruin that fun for others just because you had your ego bruised.
  5. One thing you can expect is swift and decisive action if you choose to be a monumental dork on the project. Once you're ejected, there's no coming back, and no appeal.
  6. If this sounds a bit like a dictatorship, it's because it is. Collaboration can be an awfully powerful methodology, but at the end of the day *one* person needs to make decisions to allow the project to continue forward. Decision by committee is kind of like wading through a swamp filled with leeches. You tend to get stuck, and then sucked dry. We don't want that.
  7. There will be a little structure in the development group, but mostly the hierarchy will be flat. This minimizes politics, which is a good thing. If politics does rear its ugly head, however, expect it to be withdrawn with just a stump.
  8. The Project Proctor is the guy who'll be doing all the final decision making. The Code Proctor will oversee the architecture and be applying reality yardsticks to the code development. The Code Architect will be responsible for, well, the architecture of the code that the other coders get to hang their pieces on.
    • The Project Proctor is J.D. "Illiad" Frazer. illiad@userfriendly.org
    • The Code Proctor is Jay "Yohimbe" Thorne. yohimbe@userfriendly.org
    • The Code Architect is Mike Lyons. lyonsm@userfriendly.org
  9. If you are in fact applying to help out, please please PLEASE be realistic about the time you can commit to this project. In fact, be conservative. Managing this project will be difficult enough without having people fall down on their pledges to help.
  10. Remember that this game is being developed for the community, by the community. UF is putting resources into this because we believe in giving all we can to the community. UF staff involved in this will be, like you, devoting our spare time to the project because we *love* this stuff.
  11. Last but not least: Yes, we'd love to do several game projects over time. We'd love to facilitate the completion of interesting game designs written by community members. But! What we need to do is prove the concept and complete one project first, and *do it really well.* When we have that under our belt, we'll have the tools, experience and perspective to complete other projects in an even more efficient manner.

Above all, let's focus on having fun and producing a game that's a joy to play!