Not releasing means you'll potentially end up with that "meh I've lost interest" premature show-stopper though but knowing that going in lets you prepare for abandonment at least a part of me likes getting paid for my efforts
@Almo Well, it's like I kind of just want to get at the very least a playable thing or prototype out there. I want it to be a perfect vision but if I pursue that I will never release it. I feel like I have to compromise if I ever want to get this thing off my back. Not that I view it as a burden but I'm just trying to leverage what I can and can't do.
Basically I want it to be as good as I can make it but I also don't want to aim for something unobtainable (ie my vision of a "perfect" game).
@ChrisMcFarland I have done that on over like... 10 projects? I finally have decided to do my best to settle on this one I am working on until it is finished. It was discouraging to see all of those unfinished games.
@Sie well, that sounds like a reasonable goal to me, provided you can define what satisfies the criteria well enough to say "ok that's done" at some point. :)
Releasing a polished product was #1 on my list for Cognizer, which is why it's pretty bare in terms of features.
I was pretty ruthless about trimming to keep myself on a short enough schedule.
not including the prototype, it was about 6 months of weekends for me to complete it.
atm I'm refactoring my damage class a bit, when damage comes over the network, need to know the amount, the element, is it a crit, how much knockback the damage has (if any), and should any debuffs be applied (I figure this needs to be in the damage class due to proc chances of anything the damage-dealer might produce upon cast or swing)
mulling over classes or structs here... all these properties (crit, knockback, list of potential debuffs) are optional and short-lived/one-offs, so I don't need classes, but you can't extend structs, so I guess I'll use structs and interfaces to add to the damage struct :<
(the joy of trying to send as little data over the network as possible)
ikr, they're quite annoying but here acting as damage properties that don't persist, they don't need to be referenced apart from like, once and the player's gonna be spamming damage all the time
don't fancy creating new classes all the time, nor pooling them
if it turns to custard then I'll just use classes lol
but I mean in singleplayer or online, it's just adding a bunch of values to a thing, and passing the thing to the creature taking the hit to figure out how much damage to deal and what else to apply, and then it's discarded, it doesn't need to live on or be checked or manipulated once constructed