No software is bug free, this is a fact. But, software that addresses these issues quickly will be all the better for it. Previously Maya had a standard development cycle: initial year release with a set feature list followed by several Service Pack and Hotfix builds to correct issues in that base package. New features within a generation would be released as an Extension Pack. Fast forward to Maya 2017+ and this system has been replaced by Updates, where a base year release is put out followed by Updates that introduce bug fixes and new features. While the merits of these two strategies can be debated at length, the latter is here to stay. That being said, the timeline between updates is much to long for simple issues that crop up in each release/Update, particularly workflow breaking issues that are identified on day one.
Maya already follows a slight variant of semantic versioning, for example Maya 2018.2. My proposition is simple (unless the Maya build system/CI is infinitely more complex than every other industry tool, which I strongly doubt it is). Bring back hotfixes that can address issues with major/minor releases that can installed by the user and increment the patch value. Put them out as weekly builds, or however you see it. I wouldn't mind having to re-download a gigabyte of material if it fixes an issue I am having. But the way the current system stands it's not ideal for development and feedback. If an issue is identified that breaks workflows, I'm rolling back or not updating. This means fewer users are providing valuable feedback on the current release. And then waiting several months just to see if these issues have been solved.
By introducing a more iterative build process provides a multitude of positives, but the main ones are these: customer satisfaction and improved development. Customers will be able to continue working with latest without show stopping issues and the dev team will receive valuable and complete feedback. A system like that of SideFX's Houdini (though I'm not asking for daily builds) works really well because it identifies targets that should be used for production, but then lets the user at their discretion to use an unofficial 'non-stable' build if it fixes an issue they are having. Similarly Redshift has weekly builds (that are official) and the development is very well received as issues are identified and removed at breathtaking speed. This overwhelming improves the user experience of an application and allows us to forget about checking to see if a new build has come out or praying for our issues to show up in the release notes of a version. Allow the Maya team to be more agile and you'll see a new vested interest in the app by the user base.
Cheers,
Mike
Can't find what you're looking for? Ask the community or share your knowledge.