I very much agree with you, Jaga. He's working toward specific deadlines now, at least, but he hasn't wanted to release any of them to the public because he's so bad at meeting them. Releasing a set date would only serve to make people shake their heads and declare he'll miss that one too. I think things are on the right track, though, and I'm trying to help steer him gently where I can, especially where the public is involved. Speaking of which, you make excellent posts, and I really do hope to see more of you in the future. It's always valuable to have people of wisdom around, and you seem quite level-headed, too.Jaga wrote: ↑Sat Jul 22, 2017 9:11 pmI guess what I'd like to convey here is more directly for Josh, and comes as a bit of life wisdom (as I'm nearing 50 now and have plenty to give). That would be: for your own good, both personally and professionally, and the success of your career moving forward.. put your foot down with your subconscious and give yourself a deadline. Don't waffle on it, don't marginalize the need for it. Figure out what *absolutely* can't be avoided to finish the game, get people working towards a specific set of goals, and get LT pushed out. You can work on 1.1, 1.5, 2.0, etc after the fact. The more you delay, the more you hurt your baby, and in the long run.. yourself.
The last thing I want to have to do, is add LT to the list of Cube World, Kenshi, and the many others that have faded into memory. Many of us won't be around if it takes another year or three. Help us keep LT off that list.
I don't think LT will turn into Cube World - Josh has far too much passion for it, and I think he understands now that PR is important, and not something he can just set to the side for a couple years while he works on the engine. PR, after all, helps define not only how successful your game is, but how successful you are in the future with future job opportunities. As an example, not many people would hire Wollay for their game, I think, seeing how he did with Cube World. Josh seems to understand that now.
At the moment I'm pushing gently toward an early beta, but we'll see how that goes. There's not currently enough game to qualify as a beta, now that Josh has had to rework the engine to something that would actually run. In the near future, though, it's possible. (but as always, I can't make promises.)