I’m heading to Auckland for NZGDC so there won’t be a podcast this week.
Last year NZGDC was here in Wellington which was super convenient but alas, not this time.
Thimbleweed Park 2 is up to build 172. On previous games I’ve started the build at 100 and they went up to 999 and then I’d have to reset them. There were historical reasons they had to be 3 digits.
For Thimbleweed Park 2 I said screw it, I’m not going to limit it to 3 digits. I’m throwing caution to the wind. As long as the build number stays a 32-bit signed int, we’re good.
Any predictions on the build number of the release? I do one or two builds a day for dev and testers. The build number also increases when I happen to do a failed build, but that doesn’t happen very often.
On Return to Monkey Island we had a contest to see who could come closest to predicting the number of bugs in the bug report.
If I remember it correctly, Kenny Sun got it at 6900 bugs.
I wonder what the Polymarket odds for the final build number is?
– Ron

Comments:
-2147483648Just for kicks, I'll put the final build number at $1000 + $138 more to fix last minute bugs, for a grand total of $1138.
That is assuming that your build numbers are in Hexadecimal, or in Dollars, whichever you prefer. π
Lowres? Yess!
Big box? Yess!
Floppy disks? Ooh, 2028 will be nasty.
Code wheel? Just kidding.
I'll bring my blue suede shoes to the party because.
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