Quote:
Originally Posted by SlothyJoe
Yeah, it's socket level programming, a little complicated to get to work with queues and what not, but it's semi functional. And it's purely in Java, I'll keep that in mind when I post an update instead of just posting links on the subreddit.
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Jython is fantastic. You should check it out. It has all the awesomeness of Java with the ease-of-use of Python.
As some of you know, Joe has been working on a game, but I've also been working on a game in tandem, it's called "Sword and Spell." It's a Roguelike.
So to answer the original question, I would consider myself an intermediate developer, I've had a decade of experience playing around with programming, a couple years of experience as a professional graphic artist, a few years of hobbyist digital music production, and tons of time goofing off with game engines. That having been said, I can't gauge how long it would take for a professional, but I can gauge how long it would take me.
I've been putting in pretty much full work weeks for a month and a half and "Sword and Spell" is not even close to done (I've only programmed 70+ sprites! Oh noze! xD ). Assuming this is all from scratch with no outside assistance - music, programming, art, game mechanics - a full-on singleplayer Wyvern would probably take a few years for someone at my skill level, considering how much content was in it - original art, gameplay, NPC interactions, and hundreds of maps made by hand). Not to mention all of the concepts Wyvern borrowed from Roguelikes, such as shadowcasting, lightmapping, random dungeons, etc. Then there's play-testing and balancing everything, not to mention thinking out on pen and paper and then actually implementing a good battle system (keeping players' interest is extremely important).