We have shifted development of the Guildomatic WoW in-game module to an open source publicly visible source code repository.
The code is hosted at
GitHub. We welcome code comments, contributions, and input from you all.
The official code repository is at:
http://github.com/shaper/gmatic-wowThis is part of our long-talked-about plan to involve our community further in helping to make things better, both for yourselves and for others.
We want to be transparent and incorporate your ideas, features and feedback as much as possible. We know others have developed their own mods, in many cases even better than ours in various ways. We want to learn from that and evolve our own module to incorporate more goodness from you all, and are hoping this approach will make that easier.
This is a new step for us, so we surely have much to work out yet regarding communication and details, but everything starts somewhere.
Feel free to fork the code on GitHub, make any changes you like, send them to us for review, etc.
To provide some background on how we have been doing development, and how to fetch, review, and work with the code, though of course you are free to do as you wish yourselves:
- we do the bulk of our development in Ruby, hence there is a Rakefile which helps in building the distribution archive, and the CHANGELOG is written in RDoc format.
- you will need to use git if you want to actually use the same source-code management tools we use, for committing changes, fetching updates ongoing, etc. GitHub also provides access to the code as a zip and tarball but sending us patches will pretty much require git for it to be an easy and workable process for everyone involved.
- GitHub is free and easy to join and has some great tutorial and help documentation on their web site, be sure to check it out.
- The GitHub Help page has links off to various useful tutorials and FAQs.
- The Forking a project page will be one of the first things that will help you out in creating your own copy and working with it to commit changes to your own local tree. Essentially if you want to contribute any changes or review proposals with us easily, you'll likely want to (1) fork our repo, (2) commit your changes to your local fork, (3) contact us or send a pull request or what have you, to review your changes. It is easier than it sounds once you've been through it a couple of times, or so I hear.
- We are at best dirty hackers in LUA, and have surely done many things awkwardly or non-optimally. Our main focus has always been to make the most common things our users need to do fast and easy, while making less common and complicated things still possible, and hopefully making even those easy over time. We are very much open to dramatic revisions or alternate approaches.
- We still have a long list of planned, not-yet-completed enhancements to the module. A dated version is summarized at the bottom of this post.
- Core discussion on module features to date has been happening here.
- Among the biggest burning open issues is the mod's failure to record those bosses that, when killed, don't actually die. We know what we probably need to do (watch for a different incoming message event re: the monster becoming friendly, or perhaps a specific thing they say), but haven't had a chance to incorporate that in an appropriate manner for each of the involved bosses.
Thank you for using Guildomatic, and again, we welcome feedback as we take this first step with all of you.