From 635dce5cebb19953586dea5dfc420396a3d12d41 Mon Sep 17 00:00:00 2001 From: Andrew Kesterson Date: Wed, 23 Apr 2014 23:20:55 -0700 Subject: [PATCH] More README --- README.md | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index 63a6b8d..0ef6bc4 100644 --- a/README.md +++ b/README.md @@ -30,9 +30,9 @@ For any project built off this skeleton, collaborating is easy: * Download and install the version control client that your developer tells you to * Check out the project from the URL they give you -* Unpack the project by running 'unpack.rb' (doubleclick it in Explorer) -* Open the game project in RPG Maker and make whatever changes you want * Repack the project by running 'pack.rb' (doubleclick it in Explorer) +* Open the game project in RPG Maker and make whatever changes you want +* Unpack the project by running 'unpack.rb' (doubleclick it in Explorer) * Commit the project into version control Now your programmers and project managers will thank you. @@ -53,4 +53,9 @@ For programmers and others who care about diff/merge The game skeleton has had all of the default ruby scripts yanked out. The scripts (100% stock) now live in ./Scripts/RPG/*rb. There is only one script loaded by the project proper (and which gets packed back into Data/), ./Scripts/entrypoint.rb. It doesn't do anything more than setup some load paths ( so 'require' works how we expect ), import the RPG module, and then call the main loop. -If you want to modify entrypoint.rb, do it before the game loop starts. +If you want to modify entrypoint.rb, do it before the game loop starts. However I recommend that you make a new module under Scripts/ and have the RPG module require it, or just add it to the RPG module itself. + +For project managers +==================== + +You might want to add a .gitignore to exclude Data/* to enforce that only the unpacked files get committed, and a pre-commit hook to reject any commits that don't keep YAML/ up to date with Scripts/.