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Re: [pygame] New pygame.org website



I think we will want to limit the amount of work necessary, at least at
the start -- that means using the current documentation how it is, with
Sphinx, perhaps with a custom Sphinx theme that makes it consistent
with the rest of the website. Don't fix what is not broken. Let's focus
on the things that really require work, and let's do that first -- I'm
sure there is plenty to do already.

On Sat, 17 Dec 2016 17:09:03 -0600
Daniel Foerster <pydsigner@xxxxxxxxx> wrote:

> I think the easiest way to go will be to generate markdown or ReST
> files with Sphinx or another tool and use them as input to Nikola.
> Otherwise we have to include the pygame source in the website
> repository, which doesn't seem ideal to me.
> 
> — Daniel
> 
> On 12/17/2016 04:54 PM, Paul Vincent Craven wrote:
> > Is it possible to get Nikola to build the Pygame docs, or will that 
> > have to remain Sphinx based?
> >
> > Paul Vincent Craven
> >
> > On Sat, Dec 17, 2016 at 4:26 PM, Thomas Kluyver <takowl@xxxxxxxxx 
> > <mailto:takowl@xxxxxxxxx>> wrote:
> >
> >     On 17 December 2016 at 20:40, Alex Z. <derzeiss@xxxxxxxxx
> >     <mailto:derzeiss@xxxxxxxxx>> wrote:
> >
> >         More important: I think it would be cool to do a real
> >         brainstorming about creative ideas together, as everyone has
> >         an own vision and arguments for how the site should be and
> >         mail is such a slow medium.
> >         Maybe we can do a Skype call, Google hangout or whatever
> > soon so as many people as possible really get involved.
> >         However we would need a moderator to structure the call and
> >         protocol the answers. I would suggest Thomas, as he has the
> >         most experience with pygames history and maintaining its
> >         resources.
> >
> >
> >     I should make it clear that I have very little experience with
> >     maintaining Pygame. I turned up earlier this year to pester
> > people into making a release. But I'm happy to co-ordinate getting
> > this work off the ground. :-)
> >
> >     I have my reservations about a video chat: it's hard to include
> >     everyone, especially as we're spread across widely spaced time
> >     zones. Although email is slower, the asynchronous communications
> >     give everyone a chance to weigh in. But if people agree that a
> >     video chat would be helpful, I'll try to arrange that.
> >
> >     So far, I think the proposals for the static information part of
> >     the site are Nikola (a static site generator oriented around
> >     blogs) and Sphinx (oriented around docs). Both are written in
> >     Python. Does anyone want to make the case for any other system?
> >
> >     Summarising ideas on the game feed part:
> >     - Maybe it could also be static, so you make a pull request to
> >     submit a game
> >     - Others said please don't do that, because it's too difficult
> > for game developers
> >       - [I agree with both groups. I wonder if we could make a web
> >     form which turns the input into a git commit plus pull
> > request...]
> >     - Alternatively, we could populate it with data from other
> >     sources; either mechanisms for software generally (PyPI,
> > Openhub), or specific to games (Steam, itch.io <http://itch.io>,
> > gamejolt)
> >       - [My thoughts: the general sources don't seem a great fit;
> > it's rare to upload screenshots to these, and even if developers
> > did, we would have to scrape them from free text. Pulling from game
> >     stores would mean games have to clear a much higher bar of
> > quality and polish than many of the current entries on the feed.
> > That is up for discussion, but I like the current amateur-friendly
> > feel of the feed. If you just want polished games to play, it
> > wouldn't matter that they're in Python]


-- 
Radomir Dopieralski