Quote:
Originally Posted by kramarczyk
Much as the design processes of individual companies varies, so does the design process of each team. Forcing teams to bracket time for various tasks removes the flexibility to optimize for the resources of YOUR team.
If my team wants to place more emphasis on design we could decide in Dec that we cut no metal until there is a drawing (of some kind). Perhaps we're not so good with the drawing end, but we can mock up in cardboard and plywood like lightning. Getting a simple bench level prototype done in week one may be the secret to this teams success.
If a team want's to design then build, great, do it. If you have a better way to git 'r done then, by all means, DO IT THAT WAY! Many teams have posted thier proven processes to jump off from.
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I fully agree. FIRST is about throwing a challange at you and letting you sink or swim. FIRST isn't about baby stepping you through the processes, showing you that you need to design first, then build. 6 weeks is not enough time. We all know that. That's why FIRST gives us 6 weeks. There are mentors and people there who have real work experiences with deadlines to show kids what to do. If you want a quick and easy brick on wheels, then you can design that in a day. If you want a complex machine, you can design that in a week, but remember, then you only have 5 more weeks to build. It's a trade off, just like life. From a learning standpoint, I can't see them releasing the KoP or game early.
There's a CHALLANGE in the 6 weeks. Giving us 4 extra weeks (with 2 at least during a major break) removes a significant amount of challange, and releaseing the manual and game early is simply unthinkable. From the fact FIRST needs to build the field to make sure it works, run through game scenarios, Dave needs to do the animation, etc. From a practicality standpoint I can't see them releasing the game early.
The ONLY time I can see them release something early would be the new controller that's coming around in '09.