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Paying for Volunteers?

E1ven asks: "As the Head Producer of a moderate/early OSS game project, one of the constant questions is how to get quality people to volunteer time. One idea I've come up with is the concept of paying someone a small sum ($100/week?) to volunteer to work on the project. [Offering money will] make volunteering their time easier for them. I know that some projects, like Freenet, that already do this to some extent. However, I'm not sure on exactly how to go about it. I can't just advertise on Monster or Dice, can I? Does anyone have any advice they could offer on this subject? Has anyone gone through it?"

71 comments

  1. umm.. by shaitand · · Score: 2, Redundant

    umm you just got your game slashdotted with your message, what better advertising do you need? $100/week, I'm so there.

    1. Re:umm.. by E1ven · · Score: 1

      Fair point, and I'd love to get an e-mail from you, letting me know what you can/want to do... Particularly if you are a 3d graphic artist.

      But The larger issue is, How do OTHER people do that? How should it be done?

      Is $100/week the right number? I'm paying out of pocket, remember, and I'm just a poor college kid.

      How does someone go about something like this? What about Tax forms? Liability? What's the procedure?

      I'm really interested to know what I'm supposed to do, and how to do it.

      --
      Colin Davis
    2. Re:umm.. by eggstasy · · Score: 1

      If you have $100 a week you are NOT a poor college kid. That's half my mom's salary, i dont have a father, and my allowance is zero. Anyway if you're paying that much I'll do anything for you. Part-time salaries in my country are a lot less than $100 per week.
      Need your floor scrubbed mr. E1ven? :)

    3. Re:umm.. by E1ven · · Score: 3, Informative

      The point is, I /don't/ have $100/week extra.. I really have no where near that.

      The only money I have I'm making from working over the summer. I figure if I can make $200/week this summer, I can then pay someone $100/week for a few weeks, and spend the other half on gas.. But I'll still be screwed when school starts again

      I really can't afford that much. I should have put $100/month.. If someone could help for that much, I could pay them for several months...

      That's not the point.

      The point is, I'm very interested in HOW to do it. What the process is..Not the $100 figure.

      Does that make any sense?
      I'm trying to figure out HOW to do it. I doubt I could afford Gas/insurance/and my dorm if I payed much more.

      <sighs> Colin

      --
      Colin Davis
    4. Re:umm.. by eggstasy · · Score: 2, Interesting

      Do it informally. Someone joins your project, they do a little work for a month, and if you're happy with it you send them $100, or a gift for that amount of money. I could really use a new graphics card, for instance, and I'm sure you could work something out with whoever you're going to pay.
      $100 a month still sounds good to me. What kind of programmer/designer do you need? I'm good with bryce and stuff, I know C, Java, ASP, PHP, XML/XSLT... lots of other stuff. I've won writing contests, both poetry and prose, and I'm a good singer with some acting experience if you need voice-overs...

    5. Re:umm.. by E1ven · · Score: 1

      I'd love it if you might be able to help out with the project. If you'd like to e-mail me, I'd be happy to work something out.

      We're doing the coding in AGAST, just because writing our own engine would be prohibitivly difficult (we had looked into a Python/Pygame engine, but it would take more time than our team has)

      I'd love it if you could work either on Characters, but would, of course, also love Background Scenes, or Programming, depinding on what you feel most comfortable with. Of course, switching around is always a possibility.

      If you're serious, send me an e-mail at Colin@sq7.org
      I'd love to talk with you.

      -Colin

      --
      Colin Davis
    6. Re:umm.. by shaitand · · Score: 1

      ok Colin

      I CAN'T SEE ANY DAMN CODE ON THAT SITE grrr... No source tarball with a note it's hopelessly broken at this juncture or anything. No CVS read even. I can't see anything to contribute to? I also don't see the license that the game will be released under.

    7. Re:umm.. by E1ven · · Score: 1

      Go to sq7.org/code
      There is a .zip there, of AGAST engine tweaks, as well as two add on files, that should be added to it, after the files are unzipped.

      We're using the AGAST engine
      http://www.allitis.com/agast/index.html

      The datestamps on the files are wrong. If you're interested, after looking through the code, let me know, and I can send a copy of my todo list. Perhaps some of it might interest you, or you might want to start on your own aspect.

      Colin

      --
      Colin Davis
    8. Re:umm.. by E1ven · · Score: 1

      We're shooting for a BSD license, as I really feel that the game is community property, and the game, and the code in it, should be used by anyone who wishes to help revive adventure games.

      The reason I say shooting for, instead of Are, is that there have been some useful routines in GPL'ed programs. If we ever had to use one of those, then the program would have to go GPL in it's entirety.

      The program used to be listed on SF, but I removed it when SF stopped giving out their code, and started changing their EULA.

      The old page was at http://sourceforge.net/projects/sq7/, but I haven't touched that in over a year..

      For some reason it's listed under symmetric multi-processor, but that might have been them changing their DB categories in the last year.

      Colin

      --
      Colin Davis
    9. Re:umm.. by EvilMaus · · Score: 1

      You could offer the $100/month as a prize to the most helpful person. That would get more effort coming out of more people for less. Of course, you would need to do something about the occasional belief that may arise that certain people can't compete.

  2. Is that legal? by RalphBNumbers · · Score: 3, Interesting

    In countries with a minimum wage law, wouldn't you be required to pay more it you pay at all?

    --
    "The worst tyrannies were the ones where a governance required its own logic on every embedded node." - Vernor Vinge
    1. Re:Is that legal? by Anonymous Coward · · Score: 0

      isn't that what he is asking us?

    2. Re:Is that legal? by exhilaration · · Score: 1
      I absolutely agree - there are minimum wage laws to consider. Check out this article . This Pizza place is paying homeless people to advertise - but they're almost definitely violating labor laws.

      You don't want one of your "volunteers" suing for back wages, do you?

      Maybe giving them non-monetary gifts would be a good workaround?

    3. Re:Is that legal? by schmink182 · · Score: 2, Funny
      Maybe giving them non-monetary gifts would be a good workaround?

      Like a check for $100?

    4. Re:Is that legal? by Anonymous Coward · · Score: 0

      So keep it under the table, so to speak.

    5. Re:Is that legal? by TC+(WC) · · Score: 1

      Eh, there have to be concessions for this sort of thing. Honourariums are rather common.

    6. Re:Is that legal? by jon+doh! · · Score: 1

      i think (and i could be full of sh!t) that they don't apply if you hire them as contractors (or something like that). if you give them a specific task to be completed in a specific time, you could pay them less. i think...

    7. Re:Is that legal? by anthony_dipierro · · Score: 1

      Not to mention overtime, workers compensation, unemployment compensation, etc. You better be really really careful about how you phrase things to make sure this person really is an "independent contractor."

      Sucks that we have to have such stupid laws in the first place.

    8. Re:Is that legal? by perljon · · Score: 1

      This page seems to indicate there must be at least 2 employees and the business must make in excess of $500,000 in order for minimum wage laws to apply for all employees. OR the business is involved in interstate commerce OR the employee is a domestic servant... (baby sitter, yard worker, etc.)

      I see two ways around this... Pay by job, not by the hour. Then you are not paying a wage persay, but paying for a product or service. Another way around it would be to gift the $100 to the person.

      --
      This isn't the sig you are looking for... Carry on...
    9. Re:Is that legal? by stanmann · · Score: 1

      Yes, he is looking for an Honorarium or a stipend. Not paying a reimbursment or wage, but giving a thank you gift for voluntary service.

      --
      Food not Bombs is a nice platitude but it breaks down when you notice that the Bombees are usually well fed
  3. Solutionstap by new-black-hand · · Score: 4, Interesting

    We (Solutionstap) will have a labor-sourcing portal thing specific to paid open source projects shortly:

    http://www.solutionstap.com

    /pimp

    $100 a week is a bit too low (within the US and most Western countries, at least)

    1. Re:Solutionstap by E1ven · · Score: 1

      "$100 a week is a bit too low (within the US and most Western countries, at least)"

      Right, that's exactly the point! $100/week is nearly too much as it is. I don't know if I could even pay that, it's just a number thrown out there. So What DO I do? Is there no way to do this?

      I hate it when I feel powerless to help my project. I believe in it so strongly..I just want it to suceed.

      And I don't know what else to do.

      Is there any solution for me, that Doesn't involve me taking out a loan to make a Free game?

      --
      Colin Davis
    2. Re:Solutionstap by new-black-hand · · Score: 3, Insightful

      Sounds like you are asking for business advice, you should of framed your question more like that (Judging by the offers to work for $100 a week, I guess it just didn't come across right). If your game is popular, you might be able to attract a sponsor, and using sponsorship money pay developers. But the days of high-advertising money are over. Have you considered contacting Sierra (developers of the original series)?

      It usually also works the other way around, that you are first semi-popular, and then sponsored, as opposed to seeking sponsorship at an early phase. To get your project semi-popular, use some initiative to get the word out (you obviously are, by asking slashdot).

      I cant really see any other source of revenue from such a project. Other projects that are applicable to business or consumer use have potential for support, customisation and other revenues (eg. MySQL, Snort, PHP, etc. etc.).

      I would go into this more, but feel free to email me.

    3. Re:Solutionstap by E1ven · · Score: 1

      That's part of the problem. I don't know that I /could/ take in any money, without risking Legal issues. Everthing I would pay would be out of pocket.

      The situation with Vivendi/sierra is murky, and would take too long to get into here, but I don't think they would sponser it at this point in time.

      I'm not asking how to get sponcership, I'm asking how to get people to work for free, or cheap ;)

      But, I guess, in the end, it comes down the the same advice. Get popular, then get help. The problem is, getting popular is hard, and getting qualified help is harder.

      We're just doing what we can to get the game released. I don't want money, I want more time, and more team members with it.

      Colin

      --
      Colin Davis
    4. Re:Solutionstap by shaitand · · Score: 2, Insightful

      Colin, whether you know it or not, your project has just reached the point of trial by fire (I was kidding earlier about taking $100/week, if I like a project I will contribute to it.). Regardless of your $100/week question, the project has just been seen by tons of slashdotters. If they approve, they will contribute to your project, $100/week or no.

      Whether you can afford $100/week doesn't matter, some may contribute just magically expecting it. Snicker and mumble "suckers" to yourself. But slashdot is, what slashdot is. You already crossed a big obsticle here just getting slashdotted. Talk about exposure. I'd wait and see if it turns out you'll still NEED to pay for developers.

    5. Re:Solutionstap by saden1 · · Score: 2, Insightful

      Say you get 5 developers contributing extensively to your project, would you then pay each one of them $100 a week? That's $500 a week out of pocket. The more developers you get the more costly it becomes. Unless you are some millionaire, you can't afford to pay people. What you need to do is find people interested in your project and that in itself is a challenge. Sourceforge is your best bet.

      --

      -----
      One is born into aristocracy, but mediocrity can only be achieved through hard work.
  4. volunteer? by cloudless.net · · Score: 2, Funny

    I don't think it is appropriate to use the word "volunteering" when in fact you are just hiring freelancers for an extra-low wage.

    1. Re:volunteer? by E1ven · · Score: 1

      Well, I think that's part of the mis-understanding, then, and possibly why this plan won't work.

      I'm not interested in people who would only want Some money.. The idea is that, for many people, working on a OSS project is an investment, of time, of mental capital, and of their skill.

      Getting people who are willing to volunteer is easy. Finding a way to get qualified people isn't. I'm trying to figure out a way to encourage people who are on the edge. People who would like to donate their time, but can't quite make themselves do it, with their busy schedule and all.

      Does that make any sense?
      Is it morally wrong? (honest question)

      That's why I'm asking Slashdot for Advice.

      --
      Colin Davis
    2. Re:volunteer? by isorox · · Score: 1

      I think your best bet is the "gift" system, mentioned elsewhere

      Basically, set a realistic monthly budget. Doesnt matter if its $20 or $2000. Doesnt matter where the money comes from. Then decide who the best contributers to the project are (include yourself in the running), and distribute the money as gifts. Someone working on the graphics end? Get them a new ATI 9700 or whatever is in fashion. Someone crunching numbers? A processor upgrade might come in handy. Pay someones DSL bill for the month.

      You could even try a deal with a computer company. Get cheap parts, and they get to sponsor your site. Or something.

    3. Re:volunteer? by TC+(WC) · · Score: 1

      Except he isn't trying to hire freelancers. He wishes to give an honourarium to volunteers, which is an entirely different situation.

    4. Re:volunteer? by GoofyBoy · · Score: 1


      I don't see it as morally wrong, I'm not sure that its, what I see as the "theme" of OpenSource.

      Volunteers are people who are willing to do things, what they lack in skill/talent is secondary to the fact they will do it for no price. They get something else out of it than money.

      An employee, is a person who you pay to care about the company/project/work and is skilled in doing it.

      If you start to dictate what an person who is qualified as doing and want them to care about the work, then you are really verging on wanting an employee.

      To me, one of the good things of OpenSource is that you do get to do funky stuff you enjoy doing. Not doing it because someone paid you. If they won't do it for free but will do it for money, then they really are employees, in my mind.

      --
      The surprise isn't how often we make bad choices; the surprise is how seldom they defeat us.
  5. Let's see... by alphaseven · · Score: 1
    At hundred dollars a week, you could probably hire a programmer in India to work for you full time.

    The average income for a programmer over there is about $5,850, might be worth a shot.

    1. Re:Let's see... by E1ven · · Score: 1

      How exactly would I do that?

      Please keep in mind, I'm really looking for someone who remembers Space Quest from thier childhood, and wants to help recapture the magic. I'm not looking to hire an employee for some rediculously low wage.

      --
      Colin Davis
    2. Re:Let's see... by The+Cydonian · · Score: 1

      You still can't. That's the general Indian salary for a month, not a year. The article is being disingenous in not making this clear.

    3. Re:Let's see... by The+Cydonian · · Score: 1

      Sorry, off my head. Just checked with an Indian friend; that is indeed a yearly average.

    4. Re:Let's see... by Anonymous Coward · · Score: 0
      Head over to elance and post an rfp - that's how. You'll get low-ball bids from India and Indonesia, and maybe one or two from Indiana.

      The hired gun is unlikely to undertake the project with the same care and nostalgia as yourself. But if you're clear on your requirements, you can get the hard/grunt/whathaveyou work done cheaply. And isn't the end result what really matters?

      The approach isn't without risk, tho. Quality? Guarantee of original code? All bets are off.

  6. Paying won't work by Anonymous Coward · · Score: 3, Interesting

    You can't pay enough. Even if you had enough money to pay someone, you'd get better, lovingly written code if you used that money to pay rent and food and worked yourself.

    This is true of most Free Software. Big and famous projects may have one or two full time guys; the donation sponsored ones like freenet are much less common than the company that has someone assigned to work 1/4 of their time on something they consider critical.

    Here is my belief in how Free Software comes into existence:

    1) FSF hiring people. I doubt the FSF would be interested in paying someone to work on this project, especially giving that you don't own the trademarks.

    2) Someone writes something for their own use, and releases it because it feels like a waste not to, and they want to see where it will go, and they feel proud of it.

    3) Some projects have businesses that pay an employee to make some contributions.

    You fit into none of these, and $100 a week won't get you anything either.

    If you want to spend some money paying people, you should save up until you have $500 to several thousand, and then pay as a lump sum contract to have someone write a particular interface other chunk of code you feel is beyound you.

    But, your real problem is that Free Software authors tend to like to work on reusable stuff. You are mainly working on the actuall game itself, someone who wanted to work on the game engine woudl go over to that other project.

    So what can you do ?

    I suggest that you take what you have now and make a demo, one level or a short story completely separate from the plot of your larger game but in the same universe with the same characters. It can take as little as 5 minutes to play. Then distribute that as a way of attracting people who want to do art and plot work and coding onteh actual game. If you can bring some computers to a game or sci-fi convention of some sort to attract people that might work well also.

  7. Paid Volunteers... bah by metacosm · · Score: 3, Insightful

    I am a "paid volunteer" at my company. I volunteer to provide services, and my company is wonderful enough to pay me for it.

    Some people label this an "employee".

    Volunteer: A person who holds property under a deed made without consideration. (Payment is consideration for those not in the know)

    Employee: A person who works for another in return for financial or other compensation.

    You are looking for very cheap employees, not volunteers.

    1. Re:Paid Volunteers... bah by E1ven · · Score: 1

      Read my commments further on in the story.

      What I'm really looking for is a way to encourage people to volunteer time. I'm NOT looking to pay someone who doesn't care about SQ to work on the project. I'm looking for a way to encourage people to donate their own time..

      Ie, "I want to donate, but do I really have the time with everything else in my life"..

      That sort of situation. I guess, judging from you post and others, this isn't a good way to do it. Any suggestions on how I should?

      --
      Colin Davis
    2. Re:Paid Volunteers... bah by shdragon · · Score: 1

      Have you thought about turning your $100 into a pot for the person who writes the most/best/original (insert code/module you want) for this game...

      --
      "...we dont care about the economics; we just want to be able to hack great stuff."
  8. Things to think about by Anonymous Coward · · Score: 0

    1. Taxes
    2. People taking the cash but not working
    3. Unions
    4. Weak foreign currencies
    5. People stealing code
    6. Pink elephants

    1. Re:Things to think about by E1ven · · Score: 1

      "6. Pink elephants"

      Do Pink Elephants code well? I usually only see them when I'm not in much of a state to do a code review..

      --
      Colin Davis
  9. C'mon, give him a break! by PaulBu · · Score: 1

    It is not like he is actually trying to pay someone's living, he just wants to promote his game and make it a successful project! (If it were Leisure Suit Larry, I'd volunteer myself! ;-) )

    And $100/week (or even $10/week) sounds more like a token of appreciation that any kind of financial reward (at least here, in the US. I bet there are many programmers, say, in Russia (my home country) who would not mind playing with the code AND making $100/week! ;-) ).

    Look at it this way, if you'd get a check for $10 signed by Linus for your infinitely wise contribution to you know what, would you cash it or would you frame it and hang on the wall? ;-) The latter might get you some extra geek-points (provided you care about those) and, maybe, much more in return when someone with bigger $$$ notices it on your wall... ;-) Just a thought...

    Paul B.

    1. Re:C'mon, give him a break! by Anonymous Coward · · Score: 0

      ... if you'd get a check for $10 signed by Linus for your infinitely wise contribution to you know what, would you cash it or would you frame it and hang on the wall?

      I remember reading about the $2.56 checks that Knuth sends out for finding errors in his books. From what I remember, not too many of them get cashed. Most of them DO get hung on the wall.
    2. Re:C'mon, give him a break! by Anonymous Coward · · Score: 0

      Even better, if your bank still does this (British banks don't except for a fee of GBP 10 per cheque), cash the cheque and then hang it on the wall when it comes back stamped "PAID". For a cheque of GBP 60 this may be worthwhile, for a cheque of GBP 6 it won't.

  10. Managing a volunteering proj is an art. by mnmn · · Score: 2, Insightful

    Volunteering is when someone wants to support your cause. If youre profiting from the game and youre name alone is stamped on it, dont expect real Volunteering.

    Now Volunteering is very much a community thing. Say you have a project for a cause that needs work and you know sincere programmers are out there. It will be best to advertise to local programmers since interacting with your neighbors and meeting them face to face increases sincerety to the cause. It can also bind them to work longer on the project. Ideally, setup a place where developers can physically come and sit on some workstations and develop. They will love the interaction with other developers from around and coke/chips offerings will complete the volunteering setup, getting the work done. Just dumping the work on someone remotely doesnt work on the sincerest of volunteers.

    Now opensource software programming can be different. If it is something like gcc or the Linux kernel, the desire is globally strong enough for people to flock to it and submit patches regularly from 8 time zones away. And then, theyre working on a HUGE project with huge effects in the (computer) society. Their code will be used on tens of millions of computers. Thats the real motivation and the real itch. If you can duplicate that, or show the importance of your project to the community, you can expect help. Samba is pretty important. Everyone is using linux along with windows, and linux better look good. KDE is important. It shows the power of Linux on the desktop. Next are games projects like SDL, crystal space and mesa3d. Games are among the last remaining reasons to keep a windows partitions and is attracting a lot of volunteer programmers now. Keep a clean structure, an open environment, good responsive mailing lists, make great demos, always keep complete documentation and build 3d model/image/map import filters. Do not stamp your name all over the place (geeks are more egoistic than the rest), and that should entice a threshold number of developers.

    --
    "Give orange me give eat orange me eat orange give me eat orange give me you." -Nim Chimpsky
  11. Build a project, then get the volunteers. by khodsden · · Score: 4, Interesting

    Okay, you don't seem to be getting the information you're really looking for. So, here are my observations (with the caveat it's from the outside looking in).

    A friend of mine (who may post here, if he finds the time) is a lead developer on a successful open source project. The project has a donation button both on its website and in the installation. It's a subtle message (end users don't see the donation message, but administrators do). The project has a great product, so the donation model works.

    My friend gets these donations, and shares them with the people that help make the product, and there are a lot of them: programmers, graphic designers, technical support (answering questions on the project's forums). The donations don't provide a lot for any one person, but they make a pleasant thank you (when you volunteer expecting nothing, and get something, it's nice).

    Now, how did he build up this successful project where he can pay various volunteers? Slowly. He created a product that he himself would use, then released it to the world. At first, just friends used it, but then it grew. The WOW factor helped.

    After a while, when the load became too big (programming, tech support, website development), he sent a message to users mailing list asking for help. People volunteered. Not all stuck around, but there has been enough volunteers to sustain the development and help it grow.

    So, here's my suggestion: create something with wow factor that people can use/demo/play with. It can be small, that's fine, but give them something to play with, get excited about. Create a user mailing list. Make it really easy to join the list (and don't spam it). Pay attention to what the users say (address concerns if you can). When you need help - ask the list, see what happens. People who are interested will help. If you get revenue (donations, sales, grants), share a bit. Doesn't have to be a lot.

    The trick is to get people excited about the project. Actually, that sentence sums up marketing pretty well.

  12. In short, I think you should share more plan. by Art+Popp · · Score: 5, Insightful

    I hit the web-site, and as other posters pointed out there is no download link, and there is no license.

    People who make Free/OpenSource software happen want some kind of guarantee that their contribution will go back to the community. The sincere promises that you're considering several licenses won't cut it with many folk. Once you have the license in place you can post your stuff. Till then you can't really post much because you can't specify the conditions underwhich it can be downloaded/used.

    One of the best ways an author knows what he might contribute to a project is downloading things and taking a look at the state of them. Whatever you've got will help this process along. Judging by the âoeStatusâ page at your site:

    We're going through, one scene, one act, at a time, to get the job done. This aren't going to change much from month to month, but I'll try to keep you posted.

    How about posting 2 completed scenes. I know it seems out of order to put finishing touches on 2 scenes when you have 70 to go, but it will let you share your vision with the gaming world and perhaps attract coders that didn't play the previous SpaceQuests.

    Regardless, give'em something, anything, and don't make them sign up as developers to get to it.

    Share the plan. Software development is a fairly quantifiable task these days. One thing that very much benefits a project is a clear development plan. I would suggest a unit of four hours resolution or better. If you make up a plan that starts with a list of features, and your story board, you should be able to map out the units of work needed to get it done. Miscellaneous tasks can be lumped together into four hour blocks but all the other coding tasks that bring about your story in an engine with the desired list of features should be included. This is a kind of super TODO list that will bring you three important advantatges:

    Parallelism: code and artistry that might not be necessary till the end scenes can be started by those with the talent early rather than waiting for the herd to get that scene.

    Progress indication: when you have the project mapped out into work units you can see/display/prove you're making progress even on weeks where all the progress was infrastructural, and didn't make any difference to the "scenes completed" counter. With the âoejust the end goalâ definitions, it's hard to see and share (as your status page would indicate).

    Basis for reward system: Completing blocks of work can both decide where the author's name appears in the credits, and place him/her properly in the reward system.

    As for the payment. I would highly recommend that you avoid letting money change hands in this. There are copyright/contract/wage/tax/underage/descriminatio n issues that you just don't want in your life.

    If the reward system were mine to structure first off I'd make sure that everyone knew that their code was freely contributed under the chosen license. The $100 a week you have available is more than enough to inspire some help. Over the next 3 months that's $1200. If your income is steady and you can put that aside, I would set up a reward system like this:

    The top 4 contributors get:
    --A Radeon 9500 128MB card. (totals 548)
    The next 4 get:
    --A CL Audigy Platinum card (totals 264)
    The next 4 get:
    --A Razor Boomslang (totals 168)
    Big reward totals: $980

    And everyone else who completes at least one âoeacceptedâ unit of work gets a free âoeI made Space Quest 7â t-shirt.

    I've helped plan a number of mediums scale software projects and would be glad to lend a hand. Cheers.

    1. Re:In short, I think you should share more plan. by E1ven · · Score: 1

      Thank you Very much for the suggestions. I do not have the management skill that I might like to be running a project of this scope, and so am very grateful for the suggestions that you offer. I never wanted to head up this project, but am doing so due to circumstances beyond my control.

      I'd reply to you in e-mail, but can't seem to find your address listed in your profile.

      Regarding Licensing, We're releasing the code under a BSD (no advertising) license. I hadn't had a download/code link because I didn't think anyone would be interested in the code, as it isn't very functional. I've since added one, as I realize it is importaint as a gesture, if nothing else.

      If I understand the advice you, and the others in the community gave, things seem to be split into two issues-

      1) Getting new Members
      a. The overwhelming advice here is to release a demo. While I had released an AVI demo movie, it seems that this is not really enough to gather peopleâ(TM)s attention, and show them what the project is about. Iâ(TM)m leery about actually releasing a demo, however, as our engine code isnâ(TM)t complete, the scenes havenâ(TM)t had final renders, etc. Basically, We could put together a kick-ass demo, but it would stall the project. Iâ(TM)m curious as to your opinion as to if the potential gain in developers would offset the time spent creating the demo.
      b. Your other suggestion, to publicly post the TODO list, and split things out into tasks might be the best suggestion I have heard yet, and I thank you for it. The problem is that it is very hard, for many things, to have it done piecemeal. For example, the 3d rendered graphics really should be done by a key team, to maintain a consistent look. While Iâ(TM)ve been backing off of this idea, due to the slow speed at present, it really seems that if we want the game be visually consistent, we canâ(TM)t have 100 3d contributors.
      2) Retaining and encouraging existing developers
      a. With regards to cash, I think you are right that I should back down on that issue. I canâ(TM)t seem to find a way to avoid the reality that it seems to similar to me hiring people, for an absurdly low wage, which is not at all my intent.
      b. I could easily start with T-shirts to all of the current developers, made up at Cafepress, or whatnot, and then build from there. Help to encourage people to donate their time, and show that I truly do appreciate it, beyond just my words in e-mail, or IRC
      c. I am worried about this, however, as it would be very easy for one person to end up with 4 Video cards, or whatnot, if they were consistently the top performer, and I were to stick to a schedule. But sending out a promise for $100 worth or merchandise is too similar to paying people. I would appreciate any suggestions in this department

      Overall, I truly appreciate the help, and I welcome any additional suggestions you might have for the project. Please keep in mind my naivety in this area. Again, as Iâ(TM)ve said in other posts, Iâ(TM)m only trying to make sure that we can release a game worthy of the fans, and worthy of the 8 year wait.

      I seem trapped, to a degree, however. I donâ(TM)t want to hype the game too much, and raise expectations, as then, if it takes a long time to release, or the final product isnâ(TM)t what people were expecting, they will lose faith in the community.
      On the other hand, If I donâ(TM)t hype the game, I cannot obtain the development that I need to finish it.

      I wish I knew the answer to THAT one.

      Colin

      --
      Colin Davis
    2. Re:In short, I think you should share more plan. by Anonymous Coward · · Score: 0

      We're releasing the code under a BSD (no advertising) license.

      Great.
      It may cost you the easy use of some GPL stuff, but for a project where it is unlikely that anyone will clone it, close the source, and sell it for a profit without sharing the source, the whole "duty to the future" argument of the GPL goes away. If there is something you desperately need, you still have the option of contacting the author of the library or tool in question and asking if they'd release it LGPL so you could provide the source at your website, link to it with the BSD licensed code, and the BSD code would not be in any way derivative.

      We could put together a kick-ass demo, but it would stall the project.

      Though I would agree that it disrupts your workflow and that this costs you time (and brainbandwidth) I would simultaneously argue that the time cost of getting two scenes "demoable" will be at least 50% recouped because you'll actually be doing work that would have had to occur down the road anyway.

      The three primary benefits that I can see are:
      a) It tests some of the worrisome assumptions. You may assume that you can easily layer sound effects over background music, but until you try, you don't know whether the library does this worth a damn. You may have addressed this issue, but I've little doubt that this early on in your development that there are some scary assumptions that a demo could help put to rest.
      b) If it gains you 1 good, 3 average, and 5 mediocre, developers, I think you'll recoup the time cost shortly.
      c) It tests some of your time assumptions regarding how long it takes to do things. If you want to break the project down into work-units it will help to have unbiased people of known skill-levels setting the standard.

      ...suggestion, to publicly post the TODO list... The problem is that it is very hard...

      Yup.

      ...to have it done piecemeal.

      I agree whole heartedly that there are some chunks that need to be kept in tight groups and done by a core team, but those people's work can still be broken down into work-units to credit them for their contribution and rank them for a prize. I was picturing something like a Gantt chart, like this.
      Parallel tasks are vertically adjacent, dependent tasks are to the right of their dependency.

      The scale right to left can be 5 pixels = 1 work unit. A system like this lets you shade the tasks in increments and tells people quite a few things like, "When will they be ready for animation artists?", "When will they need my expertise in graphical installers?"

      Starting with the T-Shirts is a great plan. Use local talent if you can for that. The fact is, printed T-shirts are often significantly marked up. If you found your local T-shirt printer was sympathetic to your cause and wanted his company name on your list of supporters he might get them to you at cost (setup, transfer stuff, plus ~$5 per T). Have your graphic people figure out what might look good in two colors (T color, plus print color), as those simple silkscreenings can very cheap to do (very small cost for transfers.

      ...it would be very easy for one person to end up with 4 Video cards.

      My initial idea was that the prizes would go out at the "completion party" and it would be one prize per person.

      At 730 Units Bob gets a vid card
      At 535 Units Randy gets a vid card
      At 434 Units Carol gets a vid card
      At 410 Units Harold gets a vid card
      At 320 Units Thelma gets a sound card
      ...
      etc.

      This way your top 12 volunteers all walk away with (one apiece) a cool bit of hardware.

      You could spread it out differently though. If your milestones spaced out to make a little more income available at the first third of the project completion, your top twelve c

  13. "quality" people by Anonymous Coward · · Score: 0

    I've always found "quality people" to be a pretty judgmental and arrogant, almost offensive, term. If you get some average people to help you, you would be amazed at some of the fantastic stuff they can accomplish while they are in the process of becoming what you would call a quality person.

    That being said, sometimes the best way to make great progress on a project is to do it yourself. You may be lucky and find people to help, but if not, don't wait for others, just go ahead and learn what you need to, and do it.

    Think you can't be an artist? Programmer? Whatever-er? Think again. Just do it.

    1. Re:"quality" people by E1ven · · Score: 1

      Fair enough. I really understand your sentiment, and to some degree really agree with it..

      But there are many cases where it just doesn't pan out. For instance, There have been some coders, who offered to help, but only knew qBasic. We aren't coding in qBasic. I asked if they would like to learn AGAST, and they told me that I should re-write the game in qbasic.

      I'm not sure how to make that situation helpful. If they REFUSE to learn, I'm in a bit of a bind.

      WRT doing it myself, I am, but I'm slow, as are many members of the team. That is why I'm looking for help. We'll get it done this way, but I don't want to wait until 2008 to play the completed game...

      I do appreciate the comments, however.
      Colin

      --
      Colin Davis
  14. Informal reward system by Chilles · · Score: 1

    I don't think something like a fixed amount/time period or something would work, people have different productivity levels. It's hard enough to determine for an employer wether an employee delivers his moneys worth, and they (supposedly) see each other quite often.
    I think there are two types of reward policies that will work for this type of problem:
    1. A user of the program oor someone interested in what it could become puts a "reward" on the implementation of a certain feature or squashing of some bug.
    2. Someone values the work someone else has done for a certain project and sends them money for their time.
    Both these systems ensure the person paying gets a good bang for his/her buck. Type 1 will also attract developers and once word gets around that a certain project catches a lot of type 2 rewards it might help attract developers also.
    So if you're interested in attracting developers you could define a few subtasks and put a reward on them? ($10 for each cool textured 3d model of a human character I like etc...)

  15. Paid to volunteer? by Spudley · · Score: 1

    Getting paid to volunteer? Huh? That's a bit of a non-sequitor.

    How can it possibly count as volunteer-work if you get paid for it?

    --
    (Spudley Strikes Again!)
  16. Bounties by pete-classic · · Score: 2, Interesting
    You can avoid the whole labor laws thing that others have brought up by using bounties.

    Just post on the project page things like:

    • Model for garbage masher monster - $30
    • Fix for bug 421 - $25
    • Code for opening crawl - $60
    • Etc, etc.


    -Peter
  17. $100//wk.... by KermitJunior · · Score: 1

    "$100 a week is a bit too low (within the US and most Western countries, at least)" I disagree. I play with stuff all the timel. I usually don't care too much about what it is I'm playing with (gentoo, hardware, etc). If I was provided direction and paid $100 a week or a video card or RAM, I think it would be well worth it!

    --
    There is a Universal Life Value Check it
  18. This place is doomed anyway... by anthony_dipierro · · Score: 1
    We have talked to Vivendi (The current owners of Sierra) about using their trademarks, and we're hopeful that we will be able to reach an agreement. In the meantime, the project will continue, in the hope that by its completion a deal can be forged.

    Yeah, 'cause once you get all those volunteers knocking down your doors to code for $100/week, Vivendi is going to hand over the license to their trademark for another $100/week.

    I went to the site because I was thinking about volunteering. Then I saw the copyright/trademark problems and started to hesitate. Then I read that, and bolted.

  19. It Costs money to Join! by Hellraisr · · Score: 1

    You forgot to mention that it costs every person that signs up $30 a month. So basically people are paying themselves to work on your project.

    1. Re:It Costs money to Join! by new-black-hand · · Score: 2, Informative

      No, its actually free - look closely. It was a future plan to charge members, but that plan is up in the air now. If we (the members also have to agree) change our minds on that at a later date, existing members will get 12 months through for free regardless. I guess the site needs updating. It is still in early development stages, but is looking good.

    2. Re:It Costs money to Join! by Hellraisr · · Score: 1

      I'm skeptical. I'd like to join as a developer and help, but in order to do that I have to check a box that says I agree to your agreement. That agreement states that I as a member will have to pay $30 per month USD. Since I do not agree with that, I cannot join.

    3. Re:It Costs money to Join! by Glonoinha · · Score: 1

      1. Ask slashdot for helpers to help code your project
      2. Hide a $30/month charge in the tiny print
      3. ...
      4. Profit!

      --
      Glonoinha the MebiByte Slayer
    4. Re:It Costs money to Join! by new-black-hand · · Score: 1

      Hellraiser: We will be updating the terms and conidtions tonight to reflect reality. Membership is free, and once the new terms are on there you will be able to join for free. I will post here when the changes are made. Nik

    5. Re:It Costs money to Join! by Hellraisr · · Score: 1

      Excellent. I will be sure to join this eve.

    6. Re:It Costs money to Join! by new-black-hand · · Score: 1

      The new terms and conditions are now on the Solutionstap site, so you will be able to join now. Thank you for noticing this, and apologies for our mistake in not keepping it up to date.

  20. Slimdevices is OSS and gives out free hardware by Smack · · Score: 1

    They make the SliMP3 player, which is run by an open source perl program (and some open source firmware). If a developer contributes a significant amount, they can get a free player, which is worth about $200-$250.

    And it works... I got one.

  21. My volunteering experience by Door-opening+Fascist · · Score: 1

    If it's affordable to you (I'm still in college so it is for me), accept paid "volunteering" or true volunteer, whichever appeals more to you. I am currently helping out the local school district clean 26 schools of PCs. I spend a few hours a day helping them out, and (for me, at least) their gratitude more than makes up for the lack of pay. It might even open up job opportunities in the future. Right now, doing work I enjoy (and probably will end up doing later in life) is far more important than doing a paying job, like flipping burgers, that I would not enjoy.

  22. code bounties by ironfroggy · · Score: 1

    i like the code bounty approach, but it hasnt been used much, yet. it seems promising. basically, tack on a bounty anyone can add funds to for each bug report and whoever makes a working patch to solve it, gets the bounty. i guess.

  23. Priorities by jtheory · · Score: 1

    I agree with the post above; this is scary.
    "by its completion", you "hope" to have a deal?

    The obvious worst case in that scenario would be horrible... what happens when the game is finished, and the developers have been paid, and Vivendi says actually, no, we talked about this with our lawyers again and decided we can't license this to you; sorry about that.

    I won't say the project is doomed, since you still can work this out... but I do agree that I would never contribute to this project until that issue was resolved. Personally, I think it's more than a little dangerous to put anything more than a few days worth of work (let alone cash!) into the project before you have this worked out.

    Please, no matter how friendly the person you talked to at Vivendi was, anything they say is meaningless until you have worked it out. More than likely they honestly *thought* it would be fine, but they hadn't thought through the details, talked with the lawyers, etc. etc. and you're going to get screwed.

    Don't let it slide! You need to get something *on paper* from Vivendi as soon as you can. Without that, you should keep in mind that every hour you spend working on the project might easily be a waste.

    --
    There are only 10 types of people: those who understand decimal, those who don't, and, uh, 8 other types I forget.
  24. Maybe I would work for a little more than that! by carlos92 · · Score: 1

    because I live in Argentina, and I am currently working as a senior programmer for US $222 per week.

  25. Well here's a clue for you by Doc316 · · Score: 1

    No, you can't go to monster.com, but what you could do is try an employment agency and see what they could do for you. You did get free advertisement here at slashdot, but if you would have put in an Email address I would probably help you out for a C-note a week. Another way you can go about this is to pass out flyers at your local college computer department. College kids really fiend for things like that -- they're the way to go! They can always use the beer money and it would look good on their resumes. It would be a good learning experience for them as well. Just go by the computer dept at any college, drop off some flyers, and you will get many phone calls. Well, good luck.

    --
    For all of those that had witness let me give you one of my favorite sayings "Ph34r My M4d Skillz"
  26. Paying for volunteers by Gzip+Christ · · Score: 1

    I believe that the technical term for paid volunteers is "escort service".