First thing a task needs is obviously a title. This is the topic title.
Example:
RMXP Hidden ClassesTitles should include a tag to mark what part of the project it is for and what special kind of task it is.
Project Tags:
- [ARCed] ARC Editor
- [ARCed][LE] ARC Editor Legacy Edition
- [RGSS] Zer0 RGSS engine, LE only
- [Zer0] Zer0 Division engine, non-LE only
Fixes Tags:
- [Glitch] bugs of graphical nature that do not disrupt the normal usage flow
- [Bug] general bug
- [Lock] critical bug that leads to a hardlock
- [Crash] critical bug that leads to a crash/freeze
Status Tags:
- [Finished] finished task
- [Abandoned] will not be finished
- [On Hold] cannot be finished now for some reason, will be finished later
If there is a problem with a finished task (i.e. a few bugs in a code), the task won't be opened again. Instead a new task will be made. Additionally to this, each task needs to have following template in order to ensure that everything can be overviewed easily.
[center][size=30pt][b]<TASK NAME> (shouldn't differ too much from the topic title)[/b][/size][/center]
[hr]
[size=16pt][b]Description[/b][/size]
<Description> Here goes a detailed description of what needs to be done.
[hr]
[size=16pt][b]Priority[/b][/size]
<Priority> Lowest, Low, Normal, High or Critical.
[hr]
[size=16pt][b]Prerequisites[/b][/size]
<Prerequisites> Mention any classes or files that need to be completed before this task can actually be started.
[hr]
[size=16pt][b]Assigned[/b][/size]
All members currently assigned for this task.
[hr]
[size=16pt][b]Everything else[/b][/size]
<Everything else> Everything that doesn't belong anywhere else.
And here is how this could look like:
RMXP Hidden Classes
DescriptionThe hidden classes in RMXP need to be outlined into C++ equivalents. Don't worry about all the implementation, but for the most part just make an .h and .cpp file of the class that emulates RMXP's methods and arguments.
Here are the classes that need to be done:
- Color
- Font
- Rect
- RGSSError
- Table
- Tone
- Audio
- Bitmap
- Graphics
- Input
- Plane
- Sprite
- Tilemap
- Viewport
- Window
PriorityNormal.
PrerequisitesNone.
AssignedCaptain Obvious.
Chuck Norris.
Your mom.
Everything elseNothing.
Who will get which task? Simple rule: First come, first served. In case a member doesn't finish a task, that member will be removed from the task so somebody else can take care of it. If another person already posted to be assigned, but the task was already assigned, then the second person will get the task after the first person has been removed. Also, it is possible in some cases that more people are assigned to one task.
Finished tasks will be archived in the other subsection of this section for easier searching.
You so sexy.
I updated the post to reflect our current project a little more. I took the liberty of removing a couple of headers since the dev team is small, and I think we all know what tasks require what, etc.
Sure thing. I copy pasted it from the Remexos threads after all.
I updated the post is include that the title should be tagged so that we know what part of the project the task is for, if it's for the editor it should be marked [ARCed] and if is for the RGSS lib it should be marked [RGSS]ect.
I feel that this keeps the task list easier to over view.
Fine by me.
*bump*
While we're alpha testing the engine and the editor, add [Glitch] (bugs of graphical nature that do not disrupt the normal usage flow), [Bug](general bugs), [Crash] (critical bugs that lead to crashes) and [Lock] (critical bugs that lead to hardlocks) for the title and explain how to reproduce it in the description as well as the description of the bug/glitch/crash itself. This convention will stay even after the testing is over. I'll add this to the first post.