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| 1 | +This document is here to help us assess what we should include in the official |
| 2 | +documentation. Below, you will find a couple of principles and recommendations |
| 3 | +to write accessible content. |
| 4 | + |
| 5 | +We want to achieve two goals: |
| 6 | + |
| 7 | +1. **Empathize with our users**. We should write in a way that makes it easy for |
| 8 | + them to learn from the docs. |
| 9 | +2. **Write a complete reference manual**. Our goal here is not to teach |
| 10 | + programming foundations. Instead, we should provide a reference for how |
| 11 | + Godot’s features work. |
| 12 | + |
| 13 | +Guidelines and principles |
| 14 | +------------------------- |
| 15 | + |
| 16 | +Below are the guidelines we should strive to follow. They are not hard rules, |
| 17 | +though: exceptionally, a topic will require breaking one or more of these. |
| 18 | +Still, we should strive to achieve the two goals listed above. |
| 19 | + |
| 20 | +Writing complete and accessible documentation |
| 21 | +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 22 | + |
| 23 | +**A feature doesn’t exist unless it is documented**. If a user can’t find |
| 24 | +information about a feature and how it works, it doesn’t exist to them. We |
| 25 | +should ensure that we cover everything Godot does. |
| 26 | + |
| 27 | +.. note:: |
| 28 | + |
| 29 | + When adding or updating an engine feature, the documentation team needs to |
| 30 | + know about it. Contributors should open an issue on the godot-docs repository |
| 31 | + when their work gets merged and requires documentation. |
| 32 | + |
| 33 | +Do your best to keep documents **under 1000 words in length**. If a page goes |
| 34 | +past that threshold, consider splitting it into two parts, if possible. Limiting |
| 35 | +page size forces us to write concisely and to break large documents so they each |
| 36 | +focus on a particular problem. |
| 37 | + |
| 38 | +Make it clear what **problem** each page or section of a page tackles and what |
| 39 | +the user will learn from it. Users need to know if they’re reading the correct |
| 40 | +guide to solving problems they encounter. For example, instead of writing the |
| 41 | +heading “Signals”, consider writing “Reacting to changes in another object with |
| 42 | +signals”. While a bit long, the second title makes it clear what is the purpose |
| 43 | +of signals. |
| 44 | + |
| 45 | +If the page assumes specific knowledge of other Godot features, mention it and |
| 46 | +link it to the corresponding documentation. For instance, a page about physics |
| 47 | +may use signals, in which case we could note that the page that introduces |
| 48 | +signals is a pre-requisite. |
| 49 | + |
| 50 | +Limiting cognitive load |
| 51 | +~~~~~~~~~~~~~~~~~~~~~~~ |
| 52 | + |
| 53 | +Limit the cognitive load required to read the documentation. The simpler and |
| 54 | +more explicit language we use, the more efficient it becomes for people to |
| 55 | +learn. You can do so by: |
| 56 | + |
| 57 | +1. Introducing only one new concept at a time whenever possible. |
| 58 | +2. Using simple English, as we recommend in our writing guidelines. |
| 59 | +3. Include one or more **concrete usage examples**. Prefer a real-world example |
| 60 | + to abstract code like ``foobar``. |
| 61 | + |
| 62 | +While many persons may understand more complex language and abstract examples, |
| 63 | +you will lose others. Also, understandable writing and practical examples |
| 64 | +benefit everyone. |
| 65 | + |
| 66 | +Always make an effort to **put yourself in the users’ shoes**. When we |
| 67 | +understand something thoroughly, it becomes evident to us. We may fail to think |
| 68 | +about details relevant to a newcomer. But **good documentation meets users where |
| 69 | +they are**. We should strive to explain each feature’s capabilities or intended |
| 70 | +uses with the most straightforward language possible. |
| 71 | + |
| 72 | +Try to remember what you first needed to know when learning about the feature or |
| 73 | +concept. What new terms did you need to learn? What confused you? What was the |
| 74 | +hardest to grasp? You will want users to review your work, and we recommend you |
| 75 | +train to explain the feature before writing about it. |
| 76 | + |
| 77 | +.. note:: |
| 78 | + |
| 79 | + This principle does not mean we have to assume no prior programming |
| 80 | + experience throughout the documentation. Having programming foundations is a |
| 81 | + pre-requisite to use a complex engine like Godot. Talking about variables, |
| 82 | + functions, or classes is acceptable. But we should favor plain language over |
| 83 | + specific terminology like "metaprogramming". If you need to use precise |
| 84 | + terms, be sure to define them. |
| 85 | + |
| 86 | +When a page assumes knowledge of another engine feature, declare it at the |
| 87 | +beginning and link to resources that cover what users need. You may also link to |
| 88 | +other websites for pre-requisites beyond the documentation’s scope. For example, |
| 89 | +you could link to an intro to programming in the getting started guide or a |
| 90 | +website that teaches math theory in the math section. |
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