Misanthrop,
Replying to your question asked in that other thread...
There are a few problems to look out for when the project starts getting big. Some are technical, others are mental and psychological.
Off the top of my head....
Technical:
(*) Ensuring you've made regular and comprehensive backups so when you implement a change and it cocks it all up you can take a step back without losing too much work.
(*) Good framework plan. Planning the game at the start reaps massive (unseen) benefits towards the end. Behemoth and I keep wanting to implement changes to the core way the game works, and changing the framework 2yrs after it's been written is extremely hard.
Mental:
(*) Keeping your head around all the code. Sentience is now over 33000 lines of code and it becomes somewhat difficult to remember where it all goes, what it all does and how it all talks to each other.
Psychological:
(*) Keeping motivated to actually finish it. Sentience has been going 2.5 - 3 yrs now and there have been a couple of times when Behemoth and I have nearly packed it through lack of motivation. It's hard to get back into the swing of things after that. You need to ensure the project is something you want to do, and are something you're going to finish.
(*) On a project where you're not the only person, ensuring everyone else keeps up the rate of work is also an issue. If they're paid, it's easy to do as you have leverage - but if they're volunteers or a friend, it's rather difficult.
I've just woke up so that will do for now... :)
Behemoth, if you have anything to add to the above, speak up... :)
