12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455 |
- Useful checklists
- =================
- Things to remember when adding a new puzzle
- -------------------------------------------
- Write the source file for the new puzzle (duhh).
- Write a puzzle() statement in CMakeLists.txt containing all the
- necessary metadata. Optionally also a solver() statement, and any
- cliprogram() statements for extra auxiliary tools.
- If the puzzle is by a new author, modify the copyright notice in
- LICENCE and in puzzles.but. (Also in index.html, but that's listed
- below under website changes.)
- Double-check that the game structure name in the source file has
- been renamed from `nullgame', so that it'll work on OS X. Actually
- compiling it on OS X would be a good way to check this, if
- convenient.
- Add a documentation section in puzzles.but.
- Make sure there's a Windows help topic name defined in puzzles.but,
- and that it's referenced by the help topic field in the game
- structure in the source file.
- Check that REQUIRE_RBUTTON and/or REQUIRE_NUMPAD are set as
- appropriate.
- Add the new Unix binary name, and the names of any auxiliary solver
- binaries, to .gitignore.
- Write an instructions fragment for the webified puzzle pages, as
- html/<puzzlename>.html .
- Make a screenshot:
- - create an appropriate save file in `icons'
- - define <puzzlename>_redo in icons/icons.cmake if the screenshot
- wants to display a move halfway through an animation
- - define <puzzlename>_crop in icons/icons.cmake if the icon wants to
- be a sub-rectangle of the whole screenshot
- Check in!
- Put the puzzle on the web:
- - run puzzlesnap.sh
- - adjust the copyright in index-mid.html if the puzzle is by a new
- author
- - check that the new puzzle has appeared on the staging web page
- - test both Windows binary links, the docs link, the Javascript
- version and the Java version
- - run webupdate
- - test all those things once more on the live website
|