Fate of Io
Meeting on Saturday, September 13
Posted by Temporal at 2003/09/10 16:54:35 PDT

There will be a Fate of Io development meeting this Saturday, September 13, at 6:00 PM US Central time (forum time). The meeting will take place on AIM in the "Fate of Io" chat room, as usual. Read on for the meeting agenda.

The project has been rather quiet lately. It always seems that the best way to get things moving again is to hold a meeting and discuss what needs to be done.

This meeting will have four major goals:

  • Decide on schedule for future meetings.

  • Asses the current situation with advisors, to see if any changes need to be made.

  • Make a list of everything that needs to be done, possibly assignging people to review particular sections of the site looking for stuff.

  • Discuss the long-term road map for the project.

I've been trying to get Fate of Io into my TODO list for the next few weeks/months. I have a bit of a plan for the next phase of this project, which I'll talk about at the meeting.

If you can't make it, please post below what would be the best time for you for future meetings. We will take your posts into account while dealing with item 1 on the agenda.

2003/09/13 18:32:10 PDT by Temporal [manager]
[Temporal's avatar]

Alright, here's the results of the meeting:

From now on, meetings will be held weekly at 5PM US central time (forum time). That's 3PM Pacific, 6PM Eastern, and 11PM UK. I know this time does not work for everyone. No time works for everyone. However, if someone particularly important (like an advisor) can't make it regularly at this time, we will consider moving it.

Speaking of advisors, there are none at this time. For the time being, Fate of Io will have no advisory staff, as there just aren't enough active people to need or supply one.

Our immediate task is to develop a plan for completing the story and gameplay sections. These two sections must be complete before we can move on to stuff like writing an actual script, developing puzzles, etc. Dev is in charge of the story section and I am in charge of gameplay. We will be developing task lists and plans for these sections over the next week.

In the long term, once we have more or less finalized story and gameplay, we can start working on the actual script and designing puzzles. That won't be for awhile yet, of course.

I intend to be much more active in guiding this project from now on. Obviously we have lacked any sort of direction in the past, and that has led the project to slow down to a near stop. That will change, though, as I am now developing more structured long-term plans for where the project needs to go, so that we won't have to just wander around anymore. We'll see how it turns out.

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