What tools and systems do you use for development?
Quite a few different ones across all the different disciplines and departments. We use a mix of in-house tools and other popular tools for anything ranging from scripting and map editing to what artists use for character art and animation. I don't know in-depth what each department uses but on a regular basis i'm personally using our in-house tools more.
How has working from home affected your workflow?
Things are just generally not the same as they used to be. For the most part though we've adapted quite well to doing things remotely. Meetings, reviews, brainstorms, playtests still happen with lots of us in the same spaces over zoom for example. Some things are even better such as playtesting. We might have been at our own desks before whereas now we're in the same zoom call discussing things in the moment and such. The nice thing about a tech-heavy workplace is most of it is online so there's not a lot you can't do. I think all the updates we've released since the move to WFH are a testament to how effective we've been despite the change.
Is the RuneScape backend that runs "beneath" RuneScript still Java-based
I'm not entirely sure of the whole situation and i don't think there's really a useful answer i could give . There's a bit of java, and a good bit of not-java.
How does development and Q&A for RuneScape prioritize taking different platforms into consideration
Runescape is a multi-platform game. There isn't a prioritisation for one platform over the other. In any scenario we're considering and testing with all platforms and complying to anything they may need. There are times where changes will only affect a specific platform and as such we only need to test primarily on that platform and less so on others, for example.
What in-game tools do you use when doing Q&A on a piece of content?
There are quite a few that have been created over the years. Sometimes it may be spawning "players" or items for performance testing, some may be spawning NPCs for testing the effect of an AoE, we have tools for testing out animations on different outfits, or blocking in environments, and generally graphics performance etc. All of these make us much more efficient and such.
Do you have any fun technical workarounds that you can tell us about?
Nothing comes to mind immediately, if i think of anything i'll get back to this
Having worked on the Mining and Smithing rework, are there any fun or otherwise interesting bugs or issues that you had to iron out?
More of a design bug but i noticed initially that salvage alch values didn't look right. I compared all the alch prices of those to the items they replaced and found that in quite a few areas, mostly high level slayer, they meant less GP than before. It wasn't a huge gap but it was noticeable enough to be an annoyance so we readjusted it. Some other work on balancing i tried to do here got me invited into the balancing council
Are there any Jagex Q&A in-jokes that you can share?
Good question haha, not really sure most would make sense without context. One that comes to mind is the mispelling of commands. DisplayDPS instead of displayFPS for example, or references to dangerous or just otherwise critical bugs that were caught before the release of a project if they were especially funny in nature or very obscure