I'm still obsessed with mybacklog and stuck with erik. Sorry to the people who miss my rpg work. But I'm nearing some form of end goal for my game manager, and once I hit that I won't be able to work on it anymore and it will force me back to the game :P
Today I fixed a few more bugs (it's amazing how many there still are) and revamped the gog api to work with their new better system. Rather than scraping html and doing regexes, I'm not able to query their server and parse json. Much easier. This means all of the gog games in my library finally got their proper titles - but I had to double check that nothing got screwed up in the process.
Humble is also working again. The changed package/bundle support had some issues there.
I've thought of a really simple method to handle syncing the game database. It's called dropbox :P Since the local information and the syncable game information are in separate files from the refactoring of the data I've been doing, it's as simple as configuring mybacklog to store the db in a shared location. I'll have to test out how well this works in practice, but it's a lot easier than coding some complicated method to handle syncing. With only a little bit of extra effort, I could even add a per-game config for where the save files are located, and have it copy those files to the dropbox folder when you click to stop playing a game. Boom. universal cloud saves. Minimal coding.
That leaves:
As the remaining features for MVP (minimum viable product.
What makes this project more fun than Erik: I have a clear understanding of what the MVP looks like. When I return to that in force I want to strip it down even more and figure out what that mvp should be.
I spent most of the day socializing with my fellow gamedevs rather than actually getting any work done. One thing that became clear is that I am not sure what game I am making, because as the ideas flowed, I didn't have any clear guidelines to say "no that doesn't fit this game, because...". It was just like, "well, maybe... doesn't sound right but, I dunno?" Going to have to think about that some more in the future, but keep focusing on the stuff I know the game/engine will need from a technical side for now.
It sort of feels like it was a sidetrack, but perhaps a sidetrack that needs to happen every so often. Like, what the heck are you building?
There were a few small concrete tasks I did complete:
* I use the broadest definition of realistic here.
** They have the answer to the question of "is the player character a dick"
*** OK, not this bad. Maybe we can skip the bridge. Never skip the bacon. ****
**** And I don't even really like bacon that much. I mean it's OK, but I'm not like "BACON! WOO!" or anything.