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Category archives: Development

Rosette LARP: the Editorial Process

Rosette LARP: the Editorial Process

We just finished working through the initial large set of edits on Rosette LARP, and wow, it was an intense process—it took about 18 person-hours to work through. Our copyeditor ("B") was delightfully methodical and caught some interesting things.

Revealing Questions

B noted several places where the meaning of ...

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Disaster Management with Cabot and a Wiki

Disaster Management with Cabot and a Wiki

We have about 12 different sites or parts of sites that could have outages and two of us to manage them. Some of these have been up for years, and some are newer. Some applications require special installation or debugging, and some must be on differently-configured servers.

When one of those goes down, we both need to know how to diagnose and fix it as soon as possible. So how do we manage that?

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DevOps in Game Dev: Project Planning

DevOps in Game Dev: Project Planning

This is the fourth part in a series on applying devops principles and practices to game development. The first post in the series is here, and the entire series can be found under the devops in game dev tag.

In our post on retrospectives, we wrote about taking note of lessons learned (good and bad) after emergencies or breakpoints in your project—after you deliver a feature, or at the end of a sprint or some unit of time. But how do you know what a good breakpoint is? How do you actually incorporate what you've learned in a retrospective into your future work?

Through effective project planning.

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