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Co-authored-by: Rémi Verschelde <[email protected]>
Co-authored-by: balloonpopper <[email protected]>

Nathan Lovato 4 years ago
parent
commit
e4d21bdf83
1 changed files with 15 additions and 17 deletions
  1. 15 17
      community/contributing/content_guidelines.rst

+ 15 - 17
community/contributing/content_guidelines.rst

@@ -9,7 +9,7 @@ to write accessible content.
 
 We want to achieve two goals:
 
-1. **Empathize with our users**. We should write in a way that makes it easy for
+1. **Empathize with our users.** We should write in a way that makes it easy for
    them to learn from the docs.
 2. **Write a complete reference manual**. Our goal here is not to teach
    programming foundations. Instead, we should provide a reference for how
@@ -32,11 +32,11 @@ should ensure that we cover everything Godot does.
 .. note::
 
    When adding or updating an engine feature, the documentation team needs to
-   know about it. Contributors should open an issue on the godot-docs repository
+   know about it. Contributors should open an issue on the `godot-docs` repository
    when their work gets merged and requires documentation.
 
 Do your best to keep documents **under 1000 words in length**. If a page goes
-past that threshold, consider splitting it into two parts, if possible. Limiting
+past that threshold, consider splitting it into two parts if possible. Limiting
 page size forces us to write concisely and to break large documents so they each
 focus on a particular problem.
 
@@ -44,8 +44,8 @@ Make it clear what **problem** each page or section of a page tackles and what
 the user will learn from it. Users need to know if they’re reading the correct
 guide to solving problems they encounter. For example, instead of writing the
 heading “Signals”, consider writing “Reacting to changes in another object with
-signals”. While a bit long, the second title makes it clear what is the purpose
-of signals.
+signals”. While a bit long, the second title makes it clear what the purpose of 
+signals is.
 
 If the page assumes specific knowledge of other Godot features, mention it and
 link it to the corresponding documentation. For instance, a page about physics
@@ -61,35 +61,33 @@ learn. You can do so by:
 
 1. Introducing only one new concept at a time whenever possible.
 2. Using simple English, as we recommend in our writing guidelines.
-3. Include one or more **concrete usage examples**. Prefer a real-world example
+3. Including one or more **concrete usage examples**. Prefer a real-world example
    to abstract code like ``foobar``.
 
-While many persons may understand more complex language and abstract examples,
+While many people may understand more complex language and abstract examples,
 you will lose others. Also, understandable writing and practical examples
 benefit everyone.
 
-Always make an effort to **put yourself in the users shoes**. When we
+Always make an effort to **put yourself in the user's shoes**. When we
 understand something thoroughly, it becomes evident to us. We may fail to think
-about details relevant to a newcomer. But **good documentation meets users where
+about details relevant to a newcomer, but **good documentation meets users where
 they are**. We should strive to explain each feature’s capabilities or intended
 uses with the most straightforward language possible.
 
 Try to remember what you first needed to know when learning about the feature or
 concept. What new terms did you need to learn? What confused you? What was the
 hardest to grasp? You will want users to review your work, and we recommend you
-train to explain the feature before writing about it.
+practice explaining the feature before writing about it.
 
 .. note::
 
-   This principle does not mean we have to assume no prior programming
-   experience throughout the documentation. Having programming foundations is a
-   pre-requisite to use a complex engine like Godot. Talking about variables,
-   functions, or classes is acceptable. But we should favor plain language over
-   specific terminology like "metaprogramming". If you need to use precise
-   terms, be sure to define them.
+    Having programming foundations is a pre-requisite to use a complex engine
+    like Godot. Talking about variables, functions, or classes is acceptable.
+    But we should favor plain language over specific terminology like
+    "metaprogramming". If you need to use precise terms, be sure to define them.
 
 When a page assumes knowledge of another engine feature, declare it at the
 beginning and link to resources that cover what users need. You may also link to
 other websites for pre-requisites beyond the documentation’s scope. For example,
-you could link to an intro to programming in the getting started guide or a
+you could link to an introduction to programming in the getting started guide, or a
 website that teaches math theory in the math section.