One of the projects I'm still interested in is the 2D game library, Slick. It's been going a few years now and I think has started to become a really useful and quick way of getting moving with 2D games. Distribution issues aside the use of GL stops you worrying so much about performance and the API is pretty powerful making it fun to work with.

That said, when I read reviews and comments on the library, one of the most common things said is a lack of documentation. Now, I'm confused, what exactly are people looking for? Slick's documentation is pretty much together though sometimes runs behind the development curve a little. First theres the JavaDoc it's complete and rich with information. Next there's the Wiki which serves as the user guide to Slick. It's under constant update by the wonderful community members and while it's never going to be convering the features that were added yeseterday it's for the most part written really well.

Then we move on to code examples. First there's a wealth of test cases covering each feature in a very simple manner. As you can imagine these server a double purpose in that a run a subset before releasing a version. Next, theres examples that get posted to the forums every few months. There's the "scroller" and more recently the platformer. These get posted to the forums, to the Slick Blog and often here on C&C too.

Finally, the forums provide a great resource of information about different approaches and their results.

It seems to me there's a fair bit of documentation/help to go with Slick - much more than Phys2D or Thingle etc. It seems like people want tutorials on how to use Webstart, or how to use Java, or how to use Eclipse to be part of the documentation of Slick. That seems totally out of context to me?

So.. if you've commented before that theres not enough documentation and it's slowed you down, or worse made you give up - what exactly was it you were looking for and where have you seen examples of that type of documentation before. It'd really help because I'm totally at a loss how to make the situtation (if there is one) better?

I personally think people

I personally think people are being spoiled by things like XNA where you can pick up and start development in minutes and don't have to worry about distribution. As with any development in java just getting up and running seems to be hardest. So even though many of those things are really out of context they are available to many other popular development packages such as pygame, xna, and flash. This is only my opinion after experimenting with slick coming from xna.

Kev: I'd say Flash is about equal to get set up in. XNA is easy but then you're essentially limited to where you're allowed to distribute legally as opposed to practically :)

I guess some people need

I guess some people need "for dummies" tutorials, like creating an asteroid game from A to Z or something like that. It can be helpful to understand how's a game done when you're new to game development.

Otherwise, the documentation is already complete and full of code samples as you said. I think some people don't like digging lines of code to understand something, they want text with per code-line explanations.

Tom

I think this is a problem

I think this is a problem that always occurs with game development related topics -- you get a lot of people who are new to coding in general and they expect it to either be super easy or to have their hands held.

That said, continuing to work on the wiki, and maybe even getting some more tutorial style docs would probably help. But this is the kind of thing other members of the slick community should be helping out with, so feel free to bug the rest of us to do it ;)

Kev: Heh, this wasn't really intended as a winge (I know I winge alot :)). It's good to understand exactly what people are expecting as I can't tell.