What makes a good modding tool?
Posted: Mon Jan 30, 2012 5:01 pm
What do you think makes a good modding tool?
In essence, as a user, what are elements of a good user interface.
Anyone have any really nice modding tools to share?
Doesn't matter what game, as long as it does what it's made to do: mod stuff.
Things that I think would make a tool a nice tool:
-nice user interface
-easy to use
-"fast"
-can do "great" things
Once you figure out a format, it's just a matter of putting things in the right place. So I really don't care that it actually reads/writes the format correctly. What anyone should be really interested in is how the program was made for the *users*
The programmer typically has no interest in the game itself unless that's what her intent was in the first place. But there will definitely be a decent audience that will be using it. It doesn't matter whether your tool can crack the most complex formats; as a user, I only care whether I can do the stuff I want to do, and with ease. Any less and I would probably call it a crappy program simply because I can't use it. How superficial is that?
A lot of modding tools I've come across are simply too hard to use.
Sometimes it's just unintuitive (maybe because I'm a windows user?)
Sometimes it's just awkward.
Sometimes it's just not flexible at all (poor design on the coder's part, oh well)
Of course I realize that creating a really nice UI is a challenge on its own.
As an extension, perhaps we should be moving towards a more standardized modding UI?
Is something like that even possible in the first place? Every game is different. Different script formats, different model formats, graphics, etc.
But then again, they're all just resources. An archive is just an archive. Maybe structured differently, but it's still an archive. You put stuff in, get stuff out.
A model might store a million things, or it might just store one or two. Capturing this level of information would not be possible with a single, rigid interface, but if you abstract away those details you can get a probably get a nice extensible interface to work with.
Anyone can write a program and a way to interact with the program (maybe just one of those black windows that only take text commands or a rough window with some buttons here and there), but it takes a lot of skill to get a decent interface that just screams intuitive.
Like even functionality for drag-and-drop opening files should be pretty standard but many, many tools require you to push all sorts of button and menu commands.
In essence, as a user, what are elements of a good user interface.
Anyone have any really nice modding tools to share?
Doesn't matter what game, as long as it does what it's made to do: mod stuff.
Things that I think would make a tool a nice tool:
-nice user interface
-easy to use
-"fast"
-can do "great" things
Once you figure out a format, it's just a matter of putting things in the right place. So I really don't care that it actually reads/writes the format correctly. What anyone should be really interested in is how the program was made for the *users*
The programmer typically has no interest in the game itself unless that's what her intent was in the first place. But there will definitely be a decent audience that will be using it. It doesn't matter whether your tool can crack the most complex formats; as a user, I only care whether I can do the stuff I want to do, and with ease. Any less and I would probably call it a crappy program simply because I can't use it. How superficial is that?
A lot of modding tools I've come across are simply too hard to use.
Sometimes it's just unintuitive (maybe because I'm a windows user?)
Sometimes it's just awkward.
Sometimes it's just not flexible at all (poor design on the coder's part, oh well)
Of course I realize that creating a really nice UI is a challenge on its own.
As an extension, perhaps we should be moving towards a more standardized modding UI?
Is something like that even possible in the first place? Every game is different. Different script formats, different model formats, graphics, etc.
But then again, they're all just resources. An archive is just an archive. Maybe structured differently, but it's still an archive. You put stuff in, get stuff out.
A model might store a million things, or it might just store one or two. Capturing this level of information would not be possible with a single, rigid interface, but if you abstract away those details you can get a probably get a nice extensible interface to work with.
Anyone can write a program and a way to interact with the program (maybe just one of those black windows that only take text commands or a rough window with some buttons here and there), but it takes a lot of skill to get a decent interface that just screams intuitive.
Like even functionality for drag-and-drop opening files should be pretty standard but many, many tools require you to push all sorts of button and menu commands.