content_guidelines.rst 4.2 KB

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  1. .. _doc_content_guidelines:
  2. Content guidelines
  3. ==================
  4. This document outlines what should be included in the official documentation.
  5. Below, you will find a couple of principles and recommendations for writing
  6. accessible content.
  7. We want to achieve two goals:
  8. 1. **Empathize with our users.** We should write in a way that makes it easy for
  9. them to learn from the docs.
  10. 2. **Write a complete reference manual**. Our goal here is not to teach
  11. programming fundamentals. Instead, our goal is to provide a reference for how
  12. Godot's features work.
  13. Guidelines and principles
  14. -------------------------
  15. Below are the guidelines we should strive to follow. They are not hard rules,
  16. though: sometimes, a topic will require breaking one or more of them.
  17. Still, we should strive to achieve the two goals listed above.
  18. Writing complete and accessible documentation
  19. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  20. **A feature doesn't exist unless it is documented**. If a user can't find
  21. information about a feature and how it works, it doesn't exist to them. We
  22. should ensure that we cover everything Godot does.
  23. .. note::
  24. When adding or updating an engine feature, the documentation team needs to
  25. know about it. Contributors should open an issue on the `godot-docs` repository
  26. when their work gets merged and requires documentation.
  27. Do your best to keep documents **under 1000 words in length**. If a page goes
  28. past that threshold, consider splitting it into two parts. Limiting page size
  29. forces us to write concisely and to break up large documents so that each page
  30. focuses on a particular problem.
  31. Each page or section of a page should clearly state what **problem** it tackles
  32. and what it will teach the user. Users need to know if they're reading the
  33. correct guide for solving the problems they're encountering. For example,
  34. instead of writing the heading "Signals", consider writing "Reacting to changes
  35. with signals". The second title makes it clear what the purpose of signals is.
  36. .. note::
  37. Long section titles lead to long entries in the side menu, which can make
  38. navigation cumbersome. Try to keep headings five words long or less.
  39. If the page assumes specific knowledge of other Godot features, mention it and
  40. link to the corresponding documentation. For instance, a page about physics
  41. may use signals, in which case you could note that the signals tutorial is a
  42. prerequisite. You may also link to other websites for prerequisites beyond the
  43. documentation's scope. For example, you could link to an introduction to
  44. programming in the getting started guide, or a website that teaches math theory
  45. in the math section.
  46. Limiting cognitive load
  47. ~~~~~~~~~~~~~~~~~~~~~~~
  48. Limit the cognitive load required to read the documentation. The simpler and
  49. more explicit language we use, the more efficient it becomes for people to
  50. learn. You can do so by:
  51. 1. Introducing only one new concept at a time whenever possible.
  52. 2. Using simple English, as we recommend in our writing guidelines.
  53. 3. Including one or more **concrete usage examples**. Prefer a real-world example
  54. to one that uses names like ``foo``, ``bar``, or ``baz``.
  55. While many people may understand more complex language and abstract examples,
  56. you will lose others. Understandable writing and practical examples benefit
  57. everyone.
  58. Always make an effort to **put yourself in the user's shoes**. When we
  59. understand something thoroughly, it becomes obvious to us. We may fail to think
  60. about details relevant to a newcomer, but **good documentation meets users where
  61. they are**. We should explain each feature's capabilities or intended uses with
  62. the most straightforward language possible.
  63. Try to remember what you first needed to know when learning about the feature or
  64. concept. What new terms did you need to learn? What confused you? What was the
  65. hardest to grasp? You will want users to review your work, and we recommend you
  66. practice explaining the feature before writing about it.
  67. .. note::
  68. Programming fundamentals are a prerequisite for using a complex engine like
  69. Godot. Talking about variables, functions, or classes is acceptable. But we
  70. should favor plain language over specific terminology like
  71. "metaprogramming". If you need to use precise terms, be sure to define them.