7 years work for this dev.I work as a programmer, and this game, to me, looks very easily replicated in a few months' work at worst from a coding perspective,
7 years work for this dev.I work as a programmer, and this game, to me, looks very easily replicated in a few months' work at worst from a coding perspective,
Pretty sure I've seen a version of this post every six months for the last 4-5 years: "I'm a 1337 hax0r with mad skillz and this whole game could be recreated in a couple of months, no problem. Also, writing is super easy and quick, and definitely not most of the time and effort involved."It's simply a fact of life that most projects (~99%?) will not go past the idea or maybe basic alpha stage. I work as a programmer, and this game, to me, looks very easily replicated in a few months' work at worst from a coding perspective, and you can write the prose as you go along. Technically, it's not too hard and not that much of a time-sink. If you have intermediate coding skills (this game only uses the basic Java window and GUI library, some YAML parsing, and OOP and imperative fundamentals, nothing very specialised!), you can clone this game in little time
The problem is motivation, game design, persistence, decision anxiety, etc. all psychological factors. How do you convince yourself to just do it? How do you figure out the game you want to make, and start making it, and then push it "to market"?
This game has been moving along glacially, sure, but it's moving along. That speaks a bit to the developer's persistence, if nothing else.
Well, I will certainly do nothing, nor was I planning to.Pretty sure I've seen a version of this post every six months for the last 4-5 years: "I'm a 1337 hax0r with mad skillz and this whole game could be recreated in a couple of months, no problem. Also, writing is super easy and quick, and definitely not most of the time and effort involved."
Every person that's posted that has either done nothing or started and then dropped it because it turned out to be too much work, so I'm gonna go ahead and call bullshit on "The problem is motivation, game design, persistence, decision anxiety, etc. all psychological factors." Just because you don't have to have mastered everything in Knuth to make the game doesn't mean it's "not too hard and not that much of a time-sink."
I'm definitely not suggesting that it's technically difficult to replicate the engine; it's not very complicated at all. But, and maybe this was a comprehension issue on my end, it sounded like you meant that replicating the game just wouldn't be all that time-consuming and that's the idea that I'm pushing back against--it's been expressed here over and over that since it's not "hard" like writing an FPS from scratch, a modern OS kernel, or a fast RDBMS, then it must be both quick and easy to knock out.Well, I will certainly do nothing, nor was I planning to.
I agree that writing and planning are the major time-sinks here (I even say that the technical aspect is the part that isn't the major time-sink (quoting: "technically, it's not too hard"), in case that was not clear), and I was mostly talking about cloning the game ("very easily replicated"), not developing a new one from scratch. Anything other than that would be misrepresentation of what I said or meant to say.
If you want to claim that technical factors are the actual bottle-neck here, be my guest, I would be glad to discuss the technical aspects of it with you, but it just does not look like it from my point of view.
I guess it boils down to how much our ideas of time-consuming and easy would differ?I'm definitely not suggesting that it's technically difficult to replicate the engine; it's not very complicated at all. But, and maybe this was a comprehension issue on my end, it sounded like you meant that replicating the game just wouldn't be all that time-consuming and that's the idea that I'm pushing back against--it's been expressed here over and over that since it's not "hard" like writing an FPS from scratch, a modern OS kernel, or a fast RDBMS, then it must be both quick and easy to knock out.
Now I understand what you're aiming for: A more-or-less exact clone, as close as identical as possible, that you have the source code to (where the last bit is the entire point). Most of the people that have talked about "cloning" or "replicating" the game really mean some combination of the following:I guess it boils down to how much our ideas of time-consuming and easy would differ?
I feel that a few months (maybe 3–6?) of part-time but consistent work on the code base would produce something very closely resembling the original. Certainly not a few weeks' job, but also not a seven years' job, either. The text can be scraped out of the JAR, which cuts down on the main time-sink, and the design is already there, so you wouldn't have to really reinvent the wheel or write a lot of text.
As for the easiness, the game doesn't feel particularly sophisticated code-wise (not that it has to be); it doesn't seem like it would need much more than normal Java constructs (that is, not much beyond OOP, control flow) and a small amount of external libraries (the interface is almost certainly made with Swing, and the game has a YAML parser, and probably a serialiser for saving and restoring state). I feel that the ingenuity of this game is in the design rather than its implementation, and when you're cloning an already existing product, the design is already figured out for you.
So, if I always have the money to pay rent, the landlord scenes will never show up?how to trigger the scenes with the landlord?
when im short on money it just says "youre late on rent" with no option in the week planner or events before/after the rent
with enough money in the bank the game just tells me that i paid it off
seems like itSo, if I always have the money to pay rent, the landlord scenes will never show up?
If you choose the male start: Like 3 minutes, depending on your reading speed. No time at all if you have the intro skip option checkedTags: "male protag"
OH RLY??! FOR HOW LONG?!!
I knooooow! That's exactly the point here!If you choose the male start: Like 3 minutes, depending on your reading speed. No time at all if you have the intro skip option checked![]()
I do know the wedding has a few lines with the MC thinking about it but otherwise, nothing.I knooooow! That's exactly the point here!
The main game-play is all about fem MC. Even if MC was male, SHE will never reflect that.