@ozzmeister00 Thanks I’ll have to check out that post. About branching, I’m totally doing that as well, it is helpful to have several versions of tools. I tend to push out the original intention of the tool asap, but our game changes over time and so need the tools. Ive had to go back many times to reevaluate what I need them to do and change them. But yes, I keep a separate branch for users so in case I’m working on something that is broken, they still have a tool that works.
@Theodox In your experience, is it the creator of the tools’ job to manage the tool after its been delivered? At my job (the only TA position I’ve ever had, so not sure what other game companies do…) are usually put on a project and develop tools for it, and then inherently responsible for its upkeep. So it gives us time and room to step back and ask how our tools can be improved, and if there are bugs, we are responsible for going back and fixing them. Usually a TA will have an ongoing and upmost priority to manage, and then other projects are usually secondary to that. I guess certain TA’s here own certain tools and are experts with them. Is it different in other places?
Lots of advice stems from efficiently collecting feedback. I ask a lot of questions before I start a project, and then when the user actually uses it, I frequently check in to see how it’s going. And I sit right next to them, luckily, they just tell me if a feature needs to be added or if something is broken. But they won’t always tell me 100% of the time, and won’t know all the ways it can be improved. I’m curious about specific implementations of a feedback system directly in your tools. Do you have some window that pops up if the tool crashes asking to write an email? Do you have a window or button somewhere where the user can write a message? Or maybe just some Google doc logging bugs the user runs into?
A lot of this goes back to my other post about being a SWE turned TA… I also see the value in getting more experience with art to understand their workflow and to be more of a mindreader for what they need.
Another problem I’ve had is if I make a mistake. What if you build something and, like what Jeff Hanna was saying, it just doesn’t serve a purpose? I made one iteration of a feature and it’s not really used… Do I take it out if artists aren’t using it? Do I try to fit it to solve another problem? Do you ever throw out stuff you don’t need?
Thank all of you for advice, it’s a lot to digest, in a good way I’ll have to think hard how I can apply to my day-to-day.
Hopefully this makes sense!