I was think the numbering system now would put it like around pre-alpha stage when with the content you've put in, it's gone way beyond that and other games with similar numbering formats.
I don't subscribe to the way AAA publishers have turned terms like "alpha" and "beta" into marketing slogans this past decade, making something sound more exclusive than if they simply called it a "demo." I use the classic definition of these terms: A game has reached Alpha when it's feature complete (from then on out it's all about perfecting those features and fixing bugs). It has reached Beta when it's ready for external testing. Those definitions don't fit with the iterative development schedule I use for LLtP, since each "iteration" (ie. update) is fully developed and tested in its own right. We're going to go directly from "pre-alpha" to "final" the day I pull the trigger and call one of my releases 1.0.0.
Good to know it doesn't need to be version 1.00. you'll simply tell us when you've finished.
Indeed. You'll have a pretty good idea of when we're getting close to that though, because the end-game itself is probably going to occupy a few updates alone.
Programmers are so weird.
I know you mean it tongue-in-cheek, but what's really happened is that gamers in particular are so interested in how game development works that a kind of bastardized version of programmer lingo has become part of regular lingo, and it causes all kinds of confusion since the two don't always match up perfectly (with regular lingo heavily influenced by marketing). Using the kind of versioning I did for LLtP was business as usual for me, but I didn't take into consideration (enough, anyway) the idea that some of my own expectations and language won't match up with the expectations and language of the players.
The version numbers for LLtP work like this:
The first value represents the major version of the game. It will always be either 0 or 1. 0 means the game isn't finished. 1 means it is. That doesn't mean development will stop at that point, but anyone playing it when the first value is 1 will experience a complete game.
The second value started at 1 and increases by 1 for each new minor (ie. monthly) release I put out. I broke that with the second version of this game, when I was still figuring things out, but I've followed this system since then.
The third value represents hotfixes. It resets to 0 with each monthly release, and increases by 1 whenever I put out a minor update that does nothing but fix bugs.
Some developers think of the 0.1 to 1.0 scale as a kind of percentage value. If the version is 0.3, their game is 30% done. The result is that most of them start increasing version numbers by smaller and smaller values for every update they put out, making the whole thing rather confusing. With LLtP, the version numbers should always be predictable and logical. In other words, if you see something like LLtP version 0.10.1 (a version that doesn't exist, thankfully), it means that it's the 10th monthly release of the game (disregarding the 0.15 anomaly that was the second release) and that it includes a hotfix for a bug that cropped up in that version.