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I have been, very very relieved and am very very thankful.I've been working a lot on my new game project.One thing that really interesting is, how many lessons there were to learn from Starbound about how NOT to do things. To be fair that game was 90% made by unpaid interns who weren't communicating very well probably. But still! Me and my Two partners are the only people working on my project so we can always ask eachother why the code is in a certain way and if it would be ok to replace it with something better. First of all the game is gonna be nothing like starbound.But the way, assets/mods are handled, I like things being data driven a lot. And this game will be as well, we've already gotten the game setup for mod managing with asset folders and different priority to the asset packs.We're even using lua, but being a bit more, thoughtful about how we're using it than SB did. Giving a lot less of a chance for one mod to break other mods with how we're implementing it. But of course that will always be an eventuality despite how much I design around trying to avoid itI find it a little bit fun to be vague about what the game is but I'm also worried about being too secretive.have fun figuring out what the game is from what little bits of out of context "oh yeah I did this"The largest thing I did since the last post was I finished designing the config I want to use for animation data and made the actual game code to parse that config into a class that handles the animation sprite objects that basically every entity in the game should use. Designed in such a way one can easily swap out the images each part is using as long as they have the same, frame layout"hmm I wonder why it should be easy to swap out images from an animation with a different one hmmmmm"shussh it isn't JUST for making belly bigger it's moreso for character customizingand also so theres a tiny smaller version of every critter species in the game for completely normal reasons definitelyI've also got the, map event stack setup and handling everything properly if that means anything to anyoneNot to make any promises but, current kind of pace, I might have the engine mostly ready by the end of the year, at least for the mechanics, the main thing that will take more time is the actual, artwork and the y'know, game part of the gameAs evidenced by SBQ, I can easily make a bunch of data driven code to allow many many things to happen. But the, actually making the sprites and animations to use that stuff will take, far longer.