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Update doc/development_process.md
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Co-authored-by: Jianxiang Wang (王健翔) <[email protected]>
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I-am-Erk and Qrox authored May 24, 2024
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Expand Up @@ -76,7 +76,7 @@ This can happen for a few reasons. If you're not sure which applies to you, fee

* Sometimes, your idea sparks a huge conversation, and the next thing you know it seems like you're on the hook to overhaul armpit fart mechanics before you can start. *Please, feel free to mention if you feel this way*. This usually means you've hit something cool that we're all excited about. It often **doesn't mean we expect you to add** whatever we've started riffing on, and you're fine to just put in whatever small thing you originally wanted. We're all just huge nerds, and we know that sometimes we get carried away.
* Sometimes, what you want to add seems simple, but the simple solution has already been rejected because of complex flaws. Often it's better not to add a simplified version that will cause us problems down the road, because we then need to either revert or rework that solution to go on. If you're not able to do the harder work, you'll have to find a different idea. We won't think less of you for that, and we're sorry when this happens. It usually means we want the thing you want too.
* Sometimes, what you want just isn't compatible with the core game. It might go fine in a mod, and it might even [be fine to include that mod in the main repository](https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/IN_REPO_MODS.md) depending on what it is. Remember that almost all the senior devs have our own pet mods; sometimes, things just go better there, and that's okay.
* Sometimes, what you want just isn't compatible with the core game. It might go fine in a mod, and it might even [be fine to include that mod in the main repository](https://github.com/CleverRaven/Cataclysm-DDA/blob/master/doc/IN_REPO_MODS.md) depending on what it is. Remember that almost all the senior devs have their own pet mods; sometimes, things just go better there, and that's okay.

An issue we run into occasionally is that our responses to ideas we've heard a lot of times before can be short and blunt, which can rub people the wrong way. The intent is to be matter-of-fact and completely clear. We have found that if we try to be *too gentle*, we leave room for confusion: people continue working on a thing that will never be OK to add, and wind up wasting more of their effort, which is a really bad outcome. Remember that, first, text doesn't convey tone well; second, we've often had this conversation twenty times already and don't want to make it seem open to debate; and third, we're all the sort of people who choose to program a complex niche game *as a hobby*. We're not all the most, um, socially skilled people. However, we can guarantee that nobody wants you to feel badly for having ideas and excitement about the game. We just cannot always be there to meet you equally.

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