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Yeah, I'm already subscribed to Jonas. I  like the way he can break things down.

Thank You for the advice.it helps a ton! I know that you've been toiling away at SeaCrit but as I've said before, your game feels great. I love the stylized assets and art style.Also. The gameplay is top tier..  I know people will love the game.  

I do have a lot of questions to ask but I don't want to bombard you with them XD.

You've touched on a lot of topics that I was thinking about. scale/scope especially. The Multiplayer game is kind of a test run. I wanted to learn a bit more about it since I see that multiplayer games are booming these days. I do love single player games more though

But the types of games that I love vary in scale alot and that is probably where I struggle the most. number 1 on that list would be survival type games. I have tried scaling it down in so many aspects but it still bloats. Games like frost punk or Surviving Mars,Anno, or even the first person stuff like the forest,subnautica ,The Long Dark. The gameplay mechanics are great but these are not ideal for a solo dev.

I think I am asking the right guy because you have a game that you're passionate about and that is what I like. I don't want to make a game just because it's trendy. 

Oh. How modular should a system be before it becomes too modular? Also. How would one prioritize mechanics in a game that is exploration heavy? 

Hey thanks dude! I would say make systems as modular as they need to be. But it's fine if once in a while or out of the gate you take a system or two too far.

That's how we  learn! Sometimes we'll not make things modular enough and they break and they have strange internal logic that is a pain to work with, and we learn to spend a bit too much time. And at some point you're going to make a system you spend FOREVER on, make it perfect and allow it to work with other systems, and then you're going to find that you gotta take some of that functionality out and it was  a big waste of time.

But there are no wastes of time in gamedev, so long as you learn from it! Unless of course you're just checking things off a TODO list for some crappy corporate tittle that makes no sense and you'll have no control over the stupid decisions of the future.

The only way we're ever going to figure out better ways of doing things and better stratagies is to try these things. And never not do something just because you figure someone else wouldn't. Because we'll all try different things and who knows, maybe you stumble across some new practice that defines your style or helps you come up with workflows that work for you.

Because there is no right or wrong way to do things, there's only the best way you've found so far that works for you.

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Thanks for the advice!