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I want to supplement Mithical's answer, with which I agree. Broadly speaking, Codidact has three major pieces, all essential: its communities, without which none of the rest of this would matte...
Answer
#2: Post edited
- I want to supplement [Mithical's answer](https://meta.codidact.com/posts/281239#answer-281239), with which I agree.
- Broadly speaking, Codidact has three major pieces, all essential:
- - its communities, without which none of the rest of this would matter
- - the platform itself (the code that runs our communities)
- - the development team, the people who contribute to this non-profit project
- (There's also the Codidact Foundation, the non-profit legal entity that protects us from the whims of stockholders seeking profits, but that's more tangential in *this* discussion.)
- I want to focus on this last part: the development team. Codidact isn't a company that can hire people to do assigned work; we exist because people are willing to volunteer their time and talents, sometimes in large quantities over extended periods of time. This is a gift that I'm grateful for every day.
- People can be stressed, can have other demands in their lives, or need to take a lighter load for a period of time. The wellbeing of our team members is essential; if any of our volunteers felt too much pressure from the demands of the project, we would all lose. If any of our team members need a break, or want to do something small and perhaps lower priority before diving into the next big thing or the most urgent demand, I support that.
Was an April Fool's game on our roadmap? Not particularly. Am I ok with a developer who wanted a "fun" break spending a few hours on it anyway? Absolutely.[^1] I never want to take our volunteers for granted, and I never want them to feel that the priorities we've set are so much of a burden that they're not enjoying working on the project any more.[^2] The Codidact team is still very small, and if there's something I can do to help them enjoy what they're doing without diminishing the platform, I'll do it. I wasn't looking for a game, but I stand by it. Besides, now that it's there, I'm looking forward to playing it in a few hours.- This is a good time for a pitch: if you're interested in helping us to improve the platform, which is built with Ruby on Rails, HTML/CSS, and Javascript, please let us know or peruse our [GitHub issues](https://github.com/codidact/qpixel/issues) and let us know if you want to work on one of them. We all want to build a good platform that supports a variety of communities; we welcome new contributors at any time, whether it's to fix one or two bugs or to build out major pieces. Codidact is *by the community, for the community* -- please join us if you want to be a bigger part of that.
[^1]: This game had a predecessor; when our downtime for the abilities rollout was dragging along, somebody spent an hour or so writing a little game that we could put up as both a "yes we're down, sorry" notice and something lighthearted for the community. The new game builds on that work, so while I haven't asked, I don't imagine it took much additional time to build.[^2]: I'm not saying anybody had reached this point. Even if someone had and I knew about it, it wouldn't be mine to share. Please read this in the general terms in which it was written.
- I want to supplement [Mithical's answer](https://meta.codidact.com/posts/281239#answer-281239), with which I agree.
- Broadly speaking, Codidact has three major pieces, all essential:
- - its communities, without which none of the rest of this would matter
- - the platform itself (the code that runs our communities)
- - the development team, the people who contribute to this non-profit project
- (There's also the Codidact Foundation, the non-profit legal entity that protects us from the whims of stockholders seeking profits, but that's more tangential in *this* discussion.)
- I want to focus on this last part: the development team. Codidact isn't a company that can hire people to do assigned work; we exist because people are willing to volunteer their time and talents, sometimes in large quantities over extended periods of time. This is a gift that I'm grateful for every day.
- People can be stressed, can have other demands in their lives, or need to take a lighter load for a period of time. The wellbeing of our team members is essential; if any of our volunteers felt too much pressure from the demands of the project, we would all lose. If any of our team members need a break, or want to do something small and perhaps lower priority before diving into the next big thing or the most urgent demand, I support that.
- Was an April Fool's game[^1] on our roadmap? Not particularly. Am I ok with a developer who wanted a "fun" break spending a few hours on it anyway? Absolutely.[^2] I never want to take our volunteers for granted, and I never want them to feel that the priorities we've set are so much of a burden that they're not enjoying working on the project any more.[^3] The Codidact team is still very small, and if there's something I can do to help them enjoy what they're doing without diminishing the platform, I'll do it. I wasn't looking for a game, but I stand by it. Besides, now that it's there, I'm looking forward to playing it in a few hours.
- This is a good time for a pitch: if you're interested in helping us to improve the platform, which is built with Ruby on Rails, HTML/CSS, and Javascript, please let us know or peruse our [GitHub issues](https://github.com/codidact/qpixel/issues) and let us know if you want to work on one of them. We all want to build a good platform that supports a variety of communities; we welcome new contributors at any time, whether it's to fix one or two bugs or to build out major pieces. Codidact is *by the community, for the community* -- please join us if you want to be a bigger part of that.
- [^1]: *Game*, not *gamification*. Gamification is a practice where site features encourage certain competitive behaviors, like collecting badges or increasing reputation/karma/likes. Gamification has game-like elements (hence the name), but a game is not inherently gamification. For example, this opt-in one-day game doesn't produce any visible effects on the main site at all. Mithical's answer addresses gamification in more detail.
- [^2]: This game had a predecessor; when our downtime for the abilities rollout was dragging along, somebody spent an hour or so writing a little game that we could put up as both a "yes we're down, sorry" notice and something lighthearted for the community. The new game builds on that work, so while I haven't asked, I don't imagine it took much additional time to build.
- [^3]: I'm not saying anybody had reached this point. Even if someone had and I knew about it, it wouldn't be mine to share. Please read this in the general terms in which it was written.
#1: Initial revision
I want to supplement [Mithical's answer](https://meta.codidact.com/posts/281239#answer-281239), with which I agree. Broadly speaking, Codidact has three major pieces, all essential: - its communities, without which none of the rest of this would matter - the platform itself (the code that runs our communities) - the development team, the people who contribute to this non-profit project (There's also the Codidact Foundation, the non-profit legal entity that protects us from the whims of stockholders seeking profits, but that's more tangential in *this* discussion.) I want to focus on this last part: the development team. Codidact isn't a company that can hire people to do assigned work; we exist because people are willing to volunteer their time and talents, sometimes in large quantities over extended periods of time. This is a gift that I'm grateful for every day. People can be stressed, can have other demands in their lives, or need to take a lighter load for a period of time. The wellbeing of our team members is essential; if any of our volunteers felt too much pressure from the demands of the project, we would all lose. If any of our team members need a break, or want to do something small and perhaps lower priority before diving into the next big thing or the most urgent demand, I support that. Was an April Fool's game on our roadmap? Not particularly. Am I ok with a developer who wanted a "fun" break spending a few hours on it anyway? Absolutely.[^1] I never want to take our volunteers for granted, and I never want them to feel that the priorities we've set are so much of a burden that they're not enjoying working on the project any more.[^2] The Codidact team is still very small, and if there's something I can do to help them enjoy what they're doing without diminishing the platform, I'll do it. I wasn't looking for a game, but I stand by it. Besides, now that it's there, I'm looking forward to playing it in a few hours. This is a good time for a pitch: if you're interested in helping us to improve the platform, which is built with Ruby on Rails, HTML/CSS, and Javascript, please let us know or peruse our [GitHub issues](https://github.com/codidact/qpixel/issues) and let us know if you want to work on one of them. We all want to build a good platform that supports a variety of communities; we welcome new contributors at any time, whether it's to fix one or two bugs or to build out major pieces. Codidact is *by the community, for the community* -- please join us if you want to be a bigger part of that. [^1]: This game had a predecessor; when our downtime for the abilities rollout was dragging along, somebody spent an hour or so writing a little game that we could put up as both a "yes we're down, sorry" notice and something lighthearted for the community. The new game builds on that work, so while I haven't asked, I don't imagine it took much additional time to build. [^2]: I'm not saying anybody had reached this point. Even if someone had and I knew about it, it wouldn't be mine to share. Please read this in the general terms in which it was written.