How to think about workflows when designing tools - Robin-Yann Storm - GodotCon 2024
ฝัง
- เผยแพร่เมื่อ 14 พ.ย. 2024
- When creating plugins, publicly available tools, or in-house one off fixes, it can be easy to shoot for only exactly what the tool is supposed to achieve. However, this can have unforeseen consequences when the tool achieves exactly what it needs on its own, but does not fit within the other workflows that users are working with. The user experience as a whole is important to consider, especially for publicly available tools.
In this workshop, we will go over key things to know about when you are designing the user experience (UX) of workflows, while keeping in mind the user interface (UI) of their tools.
Only previous experience with game development in general will be necessary. Godot itself will not be used for this workshop, so no laptop is necessary. The lessons we will go over are generally applicable for all toolsets and 3D workflows.
🔗 rystorm.com/
I apologize for the microphone catching every single time I smacked my lips 🙇Also, thank you Godot crew for cutting out all the silent parts where everyone is writing down their answers!
I’m just starting to watch but there is no need to apologise. Thanks for contributing with your time, effort and skills to share what you did.
Very nice workshop! To come up with feature ideas, I made a vertical slice of a game and each time I felt some tool/feature is missing or blocking me, I wrote a note. I have been focusing on level design and I could see that my notes were covering multiple tools/areas. So that really echoes with what you say.
I ended up creating a meta proposal on improving the level design workflow which gather multiple proposals. I think it would be very help to have more workflow based meta-proposals, so that we can discuss and review the big picture, rather than only looking at PR bits by bits.
I feel like this can also help streamlines Godot's editor, except that a Github's Issues review don't really have enough bandwidth for aksing '5' why's.
What if we made it so the launcher let you download the engine binarys, and then added experimental binarys for testing new editor features so people test them out!
I cant help but feel like the opening 5 minutes just made the at this point very tired case that user configurable UI is needed in Godot.
I like everyone else, I recommend looking at blender for inspiration.
good (first)