1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171
|
# Guidelines for Development Team Members
This document gives new team members some general guidance for DCSS development as well as links to useful resources.
## Setup
Other team members will help you get the items in the [*new dev
checklist*](../team/new_dev_checklist.txt) covered. Once you’ve been given
commit access, configuring git properly so that you can make your first commit
is a priority. See the [*git configuration doc*](../git/config.txt), especially
the options about rebasing so you avoid making unnecessary merge commits.
## Team Discussion and Coordination
Most development discussion happens on IRC in the \#crawl-dev on Libera, so
it's good to join and participate in that channel. Use the !tell command
through Sequell to leave IRC messages to other team or community members you’re
working with. The channel is also
[*logged*](http://crawl.akrasiac.org/logs/cheibriados/), if you’d like to read
or search previous discussions. Older discussions were logged
[*here*](http://s-z.org/crawl-dev/#).
Although nearly all changes are just discussed on IRC, larger projects can be
written up in an email sent to the [*CRD mailing
list*](http://sourceforge.net/p/crawl-ref/mailman/crawl-ref-discuss/) or placed
on page in the [*GitHub Wiki*](https://github.com/crawl/crawl/wiki). The
Wiki is helpful if you’d like to brainstorm and organize a large list of
changes. The CRD mailing list is a way to discuss high-impact changes if you
feel extended, organized discussion is necessary.
We also coordinate *release plans* on the GitHub Wiki. These plans are most
useful at the beginning of each version, when we’re brainstorming what major
areas to work on, and closer to release, when we decide which features will
make it in the next version. You don’t have to continuously update entries you
make in a release plan during the alpha version, but it’s good to update items
as you complete them.
## Coding Standards
We value having reasonably correct, well-thought out code that doesn't break
other aspects of the game over simply getting in content changes as fast as
possible. If you're not sure how to implement something, please ask other team
members who have more experience with the codebase. You can use a code pasting
service like github gist, dpaste, sprunge, or pastebin to share code snippets.
## Documentation and Formatting
The [*coding conventions*](../coding_conventions.md)
document describes how Crawl’s C++ source code should be formatted. For
documenting C++ code, we use
[*Doxygen*](http://www.stack.nl/~dimitri/doxygen/index.html) comments and the
JavaDoc style, and example of which you can see
[*here*](crawl-ref/source/ability.cc#l3553). It’s preferred that you document
all new functions and data structures in this way, but not required.
Significant changes that affect the gameplay should be documented in the
[*changelog*](../../changelog.txt). We try to be brief in
these entries, giving players a simple description of the change without
technical detail. It’s good to read previous entries or ask a team member if
you’re not sure about including an item or how to word it.
## Save Compatibility
Each trunk commit creates a new version, and we try hard to not break trunk
games when a save is transferred to a new version. Making changes that force
users to abandon a game they have in-progress is frustrating for players and
creates problems for server administrators as well. There’s a
[*document*](../save_compatibility.txt) in the source tree that discusses basic
save compatibility and the technical reasons behind it. In general, if you’re
not sure if a change will create a save compatibility issue or how to address
it, ask another team member before pushing your changes.
## Bug Reports and Community Contributions
We handle these through our [*Mantis issue
tracker*](https://crawl.develz.org/mantis/view_all_bug_page.php) and our
[*GitHub page*](https://github.com/crawl/crawl).
On Mantis, we can also assign issues to ourselves or to other developers.
Self-assignment is used if the developer in question is working on the issue.
Assigning to someone else is used if the issue in question is in their area of
expertise, or if the assigner wants their opinion. Either way, the reason for
assignment should be explained in the assigning message.
Contributions and patches are submitted through both systems. Depending on
quality of submission, concordance to design guidelines, and general
suitability, comment and ask for improvement/clarification on these, then
close/merge accordingly.
Desired features and changes -- "Implementables" -- can be posted to either
system, informally requesting that someone from the community takes up the
project and completes them. Do not expect that this will be fulfilled within a
short time frame. On GitHub, you can post these as an Issue asking for help,
and on Mantis you will need to tag them explicitly as an implementable. If
people are looking for things to work on, then we can point them towards these
implementables.
## Release Schedule
Although there isn’t a fixed schedule, releases tend to happen every 6 months
and are followed by a two week *online tournament* based on the released
version. The steps for branching and tagging the release in git as well as
building the release packages are described in the [*release
guide*](../release/guide.txt). The work for release and
tournament is usually done by several people who help out with specific
portions of the process from release to release. Ask other team members if
you’d like to help out.
## Development Philosophy
As a new developer, it's good to discuss significant gameplay changes with at
least a few others before pushing them and to not be too attached to a new idea
you may have. Below are some general principles about the development process.
#### Team Cooperation
Team members have varying levels of free time, and their availability
fluctuates. It's important to listen when others say they may not have time to
critique your idea or double-check your code. Be prepared to ask someone else
or the team as a whole in \#\#crawl-dev or on CRD. If your implementation seems
well tested and reasonably agreed upon by the rest of the team in your best
judgement, go ahead and push it to the repository!
#### Game Design
It's important to play Crawl if you want to design for it. Experiencing the
content you create is very helpful in determining whether that content is
enjoyable and creates the intended game-play experience. Playing a variety of
characters in Crawl also helps you understand how the game does and does not
succeed in being highly replayable, with an emphasis on combat, and where the
player is generally not rewarded for tedious game-play. You can also help us
uncover bugs and problems with existing code, and stay informed as to the
current state of Crawl.
#### Consensus and the Development Process
While we strive towards a general consensus, it is not required. There will be
occasional disagreement on how to improve Crawl, or what paths to take towards
that goal. There are no formal rules or processes for resolving these
disagreements. Developers are free, within reason, to make commits and changes
to the game. Not requiring the full consensus of the dev team to make any
particular change prevents design stagnation (it is much more likely that at
least one person disagrees than it is that everyone agrees), but because
members of the team are allowed to disagree with each other monopolies are also
prevented (others are capable of having good ideas, even if someone might
disagree initially or continuously).
#### Player Feedback
In addition to play-testing, it’s good to watch players through WebTiles, via
console ttyrecs, videos and other online recordings. Likewise, it can be useful
to see what players think about certain features by reading online discussion
on [*Tavern*](https://tavern.dcss.io/), Reddit (see
[*/r/dcss*](http://www.reddit.com/r/dcss/) and
[*/r/roguelikes*](http://www.reddit.com/r/roguelikes/)), and other online
discussion sites. However it’s important that player praise or criticism is
always taken with a grain of salt. If in doubt, get in touch with other
developers for some grounding -- \#\#crawl-dev is always good for that.
#### Adding new members
An development team member may suggest to others in a private e-mail that
commit rights be given to a contributor. As other members agree (or there
are no objections), commit rights are usually given, and this is then
announced.
Generally, if a contributor supplies a substantial amount of patches of good
quality (i.e. patches don't break things, don't need cleaning up before
committing and are in line with the general direction of the development) and
fits with the spirit of team cooperation it makes sense to give them commit
rights.
|