« Notes From Second Life Views: Part I | Main | Notes From Second Life Views: Part 3 »

July 14, 2006

Comments

Gwyneth Llewelyn

This should have been a very interesting presentation on how the whole development and QA process works :)

It's also nice to see that the voting tool has been mentioned. Somehow, I feel that the current stage of SL development is very roughly between a "perpetual beta" and an open-source project — teams push ideas forward, they get experimented with, a larger audience (the Preview grid(s)) tests it out and gives feedback, then new ideas pop up at the feature voting tool — very amusing to watch and follow!

At this point I wonder who designs the specifications of a particular "project"? (ie. a new feature). With an estimated number of 50,000 programmers (from amateurs to pros) as residents in SL, and a large number of project managers and development team leaders, I wonder if the feature voting tool couldn't become more "professional" somehow? Perhaps evolving towards a "standardised" format of specification, with more (and better) comments/discussion for each feature... this would hopefully weed out the "cool ideas" that are so often posted but that are impossible to implement (in a reasonable timeframe and with a limited number of developers).

Prokofy Neva

That's right, Gwyn, let the tekkies run the society, let them make the features proposals incomprehensible, let them "weed out" ideas that they find just "impossible to implement," often for political/caste/economic interests of their own, let only a "limited number of developers" post, sure, because the rest of us feebs and choads are too ignorant to reason out ideas for features or have any inspirations unless we are not only certified tekkies but also on that oh-so-short list of "developers" who aren't "amateurs" (whatever *that* means in this neo-field of virtual worlds).

Oh, but then why even have such a page open to the public? Just hide it somewhere on a password you only give out in the IRC channel, and make it another Wiktatorship Wiktopia.

Chris Kuhr

considering the number of new releases and their impact on gameplay, i would like to see a little more inside the QA and release management processes. it was specifically said that new code is regression tested, but what about code that "shouldn't" change? how do you make sure you didn't break anything with fixes if you don't test old code (especially areas that are critical or have been historically problematic).

additionally, the last few releases have been messy affairs at best, which makes me concerned about release management and scm methodologies. what regression testing is done after new code is rolled out but prior to opening the grid to the public?

just some things i would have liked to have heard more about...

Caliandris

At the moment there is a huge credibility gap between what is said above and what the users are experiencing. There is undoubtedly a lot of work which is invisible to the user, but there is also no doubt tha bugs are reported, remain with an update, are reported again. Residents have reported bugs on the preview grid, only to find the bugs intact when the version is implemented in-world.

If users are going to make the world, they have to have working tools to do it, and currently the tools aren't working. something is wrong with the QA and bug process, and needs fixing. Who was at this SecondLife views? They seems to have been rather tame, unless a lot of table thumping wasn't reported.

The comments to this entry are closed.