SyphenTV wrote:Johnman wrote:I have joined the forum and broken my lurker silence to show my total appreciation and support for this port. It's long overdue and I hope it brings new life to something with such gaming potential as is the SCP universe.
That said, I think you should follow the mantra of releasing early and often, with a big disclaimer of "work in progress". Not only you will be free of the burden of it being "good enough" or "complete enough" for release, which will eventually turn into unnecessary pressure for you, but I will also get to play it, which is already becoming an unbearable desire of mine.

I totally disagree with that. If you release it early, sure, you can get it out to more people, but if the game is broken or unfinished, people will already have a bad opinion of it. I feel that this should be released when it is finished. Or very, very close to finished.
Well, that is a way of seeing it, and I get what you mean. But I think that is more related to how you portray your game.
You can't deny there is a release model that works in iterations, and it works (Minecraft being perhaps one of the foremost examples). I think it's a matter of being clear about what is being released. If your releases follow a modular pattern (build 1: food mechanics, build 2: inventory and containers, build 3: night/day cycle or whatever) and deliver complete self-enclosed features for people to play around I don't see why it would be negative. On the contrary, as long as it is clear that it's a work in progress, the critique can help you move in the right direction or give you encouragement to keep going.
Of course there needs to be a solid base before releasing a first alpha build, but many developers fall in the trap of never considering their project "complete enough" for others to see, and in the worst cases projects end up abandoned. Of course it's not always the case, and in any case it's a matter of what the developer feels more comfortable with.
Also, there are some projects that by nature should be very close to complete before being released, and that's story-driven games, for obvious reasons. I think what danielmus is doing on YouTube, releasing videos showing off newly implemented features, is very similar to the model I'm defending. It serves a very similar purpose of getting feedback, but allows him to keep the game close to his chest.
In any case, and whatever you decide to do, danielmus, I'm quite happy.