Hello New Developers! As of 2022, we now have a list of good first issues! Please feel free to ask about them in this thread, and to make a fork and start working on one. We're still building some documentation around how to get started, but the basics are:
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A week or so ago, WildWeazel mentioned we have some potential new developers. But it's been a little bit quiet. It has occurred to me that with the state of the project in flux (e.g. we're still figuring out the architecture, the map drawing is ever-improving, the AI does not yet exist), it may be helpful to have a list of low hanging fruit that could help with learning Godot in particular, but which isn't likely to drastically change.
Puppeteer/Flintlock, any good ideas for starting quests from your standpoint? I'm just starting to look seriously into the map myself, and while BIQ wrangling seems like a potential non-GUI starting quest, I haven't thought much about where to start there (e.g. which BIQ section?).
- Download Godot Mono, the latest 3.x version (we're on 3.4.2 as of right now, but later ones should work as long as they're < 4.0)
- Make a fork of the repo. Make sure it runs in Godot. We suggest using VSCode for actual code editing, or Rider if you have a copy.
- You can start making improvements!
- Posting in the corresponding Project thread at CFC - the "Carthage" thread for issues in the "Carthage" project, for example - is also helpful for visibility.
- Open a pull request when you've fixed something. Smaller PRs are generally preferable to large ones - two small PRs are easier to review than one medium one - and if it's complex, a comment indicating where a reviewer should start in the code changes is helpful.
The rest of this post is its original contents:
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A week or so ago, WildWeazel mentioned we have some potential new developers. But it's been a little bit quiet. It has occurred to me that with the state of the project in flux (e.g. we're still figuring out the architecture, the map drawing is ever-improving, the AI does not yet exist), it may be helpful to have a list of low hanging fruit that could help with learning Godot in particular, but which isn't likely to drastically change.
Spoiler Original starting quests :
So, a few thoughts on things that fall into this bucket:
- The menu in the upper-right could be implemented (using PopupOverlay.cs). Even if the only options that work initially are exiting to menu and exiting to OS, it will likely stick around a long time and is a good Godot intro.
- The Rename Unit area could be done. This would involve adding a field to units, some Godot/engine interaction (albeit only a little), and a text field, along the lines of the Build City popup (BuildCityDialog.cs). Probably a little tougher than the first pass on the menu.
- More textures could be added to the Domestic Advisor screen (DomesticAdvisor.cs), such as the beakers/commerce chest/slider icons, green background for the government type. Only the very basics are there.
- The text area for the Domestic Advisor does not yet support multiple lines. That could be sorted out.
There are probably a thousand other options as well, of all sorts of varieties. But these fall into the "break the ice with Godot" category, and have some existing similar functionality that could be used for reference.
- The menu in the upper-right could be implemented (using PopupOverlay.cs). Even if the only options that work initially are exiting to menu and exiting to OS, it will likely stick around a long time and is a good Godot intro.
- The Rename Unit area could be done. This would involve adding a field to units, some Godot/engine interaction (albeit only a little), and a text field, along the lines of the Build City popup (BuildCityDialog.cs). Probably a little tougher than the first pass on the menu.
- More textures could be added to the Domestic Advisor screen (DomesticAdvisor.cs), such as the beakers/commerce chest/slider icons, green background for the government type. Only the very basics are there.
- The text area for the Domestic Advisor does not yet support multiple lines. That could be sorted out.
There are probably a thousand other options as well, of all sorts of varieties. But these fall into the "break the ice with Godot" category, and have some existing similar functionality that could be used for reference.
Puppeteer/Flintlock, any good ideas for starting quests from your standpoint? I'm just starting to look seriously into the map myself, and while BIQ wrangling seems like a potential non-GUI starting quest, I haven't thought much about where to start there (e.g. which BIQ section?).
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