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Reducing Maintainer Burden #1417
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I think a lot of these discussions have focused on 'how do we make the current process work' - I think it might be also be useful to think about 'what could we change', unpalatable as some of these changes may be 😅 Reduce the level of detail (and/or standardize section content)Compared with This Week In Rust (and other similar newsletters I've seen like Haskell Weekly), the individual sections in our newsletter are very long, and don't really have a standard format - or at least not one people stick to. Those other newsletters actually look a lot more like our 'extra news' section, now that I think about it. While I don't think we should go quite as terse as TWIR (for one, we can't really avoid having images given that games are a visual medium!), I think we could potentially simplify contributing and reduce the amount of review comments if we were a bit more strict about the format. (I would be much more in favour of this than relying on an LLM to 'pad out' sections, tbh - I feel that introducing any kind of AI tech to the process is going to make things worse, not better) Be more strict about the cutoff dates (and don't do people's work for them)A lot of the time people leave submitting their sections until the last minute, which leads to one of two scenarios:
IMO, we should just leave the section out if that happens, or move it to 'extra news'. It'll keep the schedule from slipping, and it gives people more incentive to actually submit their sections on time. |
is there a way we can monetize the newsletter? i am not sure how much it can draw with donations alone. Or work with some institution to spread the newsletter more? For example, the only reason i published Cybergate to this newsletter was because ozkriff researched, found me and invited me. AI or a random guy cannot replace this. And also if someone tries to submit a PR unrelated to games, or in another programming language, there must be someone with domain knowledge / community awareness that presses all the links and checks them out. This is to keep the newsletter reputation at the highest level possible, so both readers and writers feel motivated to follow it. |
I think a stricter release train is the way to go: timeline
title This Month in Rust Gamedev News
1st : Release previous news entry!
: (Release) social media posts,
: (Release) links to discussions
: Add a draft of next month's newsletter
2nd-27th : Contributor creates an issue
: Community/editors review
: Merge into source
28th : PR freeze<br> Expect any pending PRs to be reported.
: Last touches<br>global review pass
Any pending PRs after 28th should be treated as either:
If we want a less "strict" release train:
|
Oh I love this timeline, especially the A strict timeline as proposed gives a lot of time for the entry authors too, along with people who want to start contributing. |
@Vrixyz great outline. I'd like to adhere as much as possible to this moving forward. |
Right now, the call for actions + reduced lints is working really well. We're getting quite a few contributions from interested people without pinging them first, and most passed the CI on the first try or only required trivial edits by me that took about 20 seconds, which is completely fine for me. |
to follow idea from rust-gamedev#1417 (comment)
So I just want to open this to discuss potential ways to streamline the process of editing the newsletter, and maybe analyze things that can be done better on the WG side as well.
Templated Sections
For items like the Game Dev Meetup and Veloren, I will always just copy content from the previous month and start from there. Maybe setting up a base template for each month that GitHub actions creates could speed things up a bit here? Sections could just be removed that don't have content for that month.
Related discussions
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