I am working on a Drupal theme. I am going to be using "intermediary" languages to develop it, ie Stylus for styles, and CoffeeScript for some of the front-end scripts.

I am going to be using a git hosting service to be able to share the code among colleges. I am also going to be using it to update the code locally and then push onto hosting service, to be later pulled by the live drupal site.

This makes things really elegant.

However, I have noticed that a lot of developers tend to .gitignore all compiled code.

If it were a good practice, I would've loved to follow it, if and only if there wasn't this one issue: recompiling all the code that is needed in order for the theme to work out correctly.

This means that when I do a pull, I will have to recompile all the CSS and JavaScript code. Now, if I were to do a pull on the live site, there's a risk that a user goes to the site right at the moment I do the pull. No styles and scripts will be loaded on the user's end, so long as the code hasn't compiled.

Of course, compiling takes about a second, and the user might probably think to him/herself "meh, it was just my internet connection."

But there is also the issue that the server doesn't have the compilers installed to begin with. So now, I would do a pull, but there will be no styles, and no scripts.

Is it an absolute must that I delete all compiled code, or can I go ahead and include them in the commit?


Question: How can I learn how to lay out an "evidence scene"?
Answer: "Just the facts" just isn't enough

Plan more flavor and context into your scenes, and your story.  WoD games often lend themselves to strong thematic overtones, so don't skimp.  Small side stories, or a growing tapestry of NPCs can both add a feeling of depth to the play experience.  As you write later scene, call back to those "useless" or "flavor" elements from earlier.  

These threads don't support the factual investigation story, but they support the emotional investment the players should develop.  Recurring NPCs, even if they are unimportant people, are characters the player can start to get attached to, or develop other feelings towards like pity, anger, or curiosity.  Less "important" people can also illustrate the human impact of what the antagonist(s) and PCs are doing in the world.

Add enough grit and detail to create a solid emotional journey, and the story will feel more meaty.

More facts don't hurt, either

That said, writing a good story/mystery can be ten times harder for most of us than telling it back during play.  I've fallen into the trap of carefully coming up with some scheme for the players to learn about, thinking it was great because I spent so long on it and put so much effort into it.  Then, they quickly gobbled it up and were ready for more... that I didn't have!

Try just adding more facets to the story and clue details to found.