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R.e. Steam I think the main goal is to make consistent quality releases, so that we don't get negative reviews. Since we have no QA department the only way to do testing is to release the game and let people find bugs themselves. But if we do that on a Steam release we'll get negative reviews. So the beta should address that, something like:
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PropositionThis is the document I'm working on for the WIP SuperTux Meltdown, so I thought I might share it here to help make things progress a bit. I've adapted the document to fit the context of SuperTux; the original document (unpublished at time of writing) also instructs to follow semantic versioning and to write and follow a roadmap. I've removed both of these; the former, because although I believe SuperTux should be versioned properly, I don't want to defend that alone if nobody else wants to; the latter, because I believe the development process is too informal for such a document to be useful. I don't mind re-adding the latter if turns out to be interesting, but I thought it'd be more restrictive than anything. The specific steps to perform releases follow. When comes the time to do a release:
Notes:
Please send feedback on this; is anything missing? Is anything superfluous? If it seems all good, please leave a reaction of some sort, just to know that this proposal has been seen ;). |
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Initiated by #2117 (and restructured by me and my passion for essays)
When comes the time to produce a new release of SuperTux, the steps are only remembered by memory, which can lead to loss of information (forgetting a step, replacing a key person and the new project lead doesn't know how it's done, etc). This is a proposal to establish a list of things to do for a release, which would be kept in the repo and would server as a reminder for ourselves as well as future maintainers, so releases happen as smoothly as possible.
The current plan
Is this plan complete? Does it need improvements?
Some issues I've found (copy-pasted from this comment)
All of this has to be decided while keeping in mind plenty of people will replace each other during SuperTux's history, so we shouldn't design this just for ourselves. If I (or anybody) happens to be absent for a release, for any reason, the team should be able to proceed without the missing people.
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