$12256 / $11500
Thinking it might be a good idea to put together a coding standards document as seen in other open source projects.
It would dictate the formatting standards of the code among other things, and help us to maintain a consistently readable codebase.
Not that we really need it right now as as far as I can see we are working well together but the project is growing fast in my eyes.
What does anyone else think?
I keep an eye out for coding style before I approve Pull Requests -- if something is implemented in a funky or confusing way I'll ask for a revision before approving. I'm not too picky though.
What could definitely be useful is some code house-cleaning, e.g. add javadoc style comments to all functions. I know soon we'll be making a pass to move all magic numbers to constants, and possibly into config files (that's what the /engine/ folder is for). Some standardizing on function/variable names etc. could help.
I think there's going to be quite a lot of code hacking with this translations/mods/unicode work coming up, so maybe after that is done we can make a cleaning pass.
Ok sounds good
A little offtopic, but maybe it will be useful.
I looked at the code of Flare and vas very impressed that it's clean and has small size (I don't know C++ and can't write it, but can read it).
And I didn't noticed there any usage of specs or tests.
It's a tools that save developer time spend on tests and allows developer to safely do code update and refactoring (without broke old functionality).
It's also usefull when there are multiple people working on the project and they need a way to be shure that their changes doesn't broke another people's code.
I'm not sure does the Flare need such a tools right now, but maybe it will be useful.
Thanks about the code. Yeah surprisingly this type of game doesn't require a crazy amount of code. I've taken efforts to keep it readable. Also it helps that Flare has a specific duty (action RPG) instead of trying to be a do-all-things game engine.
I'd love to add automated unit tests and regression testing. Some unit testing should be easy to set up. Testing interface or combat stuff seems tricker, and that's probably where the trickier bugs will appear.
I know this thread is old, but I'd like to second the proposal to put a document together. Particular things I'd like to see addressed:
There's no hurry, but it would make it easier for newcomers to start contributing.