10-20-2018, 12:26 PM
I've only used version numbers as an afterthought for when I need to fix any bugs in my games. I usually mark them as 1.0.x; I don't think I've ever gone up the 1.x scale.
The only time I haven't used a system like this is for my (now on hiatus (don't worry, it isn't cancelled!)) fan game, Pac-Man Megamix. The .exe files were each named in accordance to the month, day, and year that it was compiled (for example, a game made on October 10th, 2018 would be called pmm102018a.exe). If I needed to make more than one build in a day, I would change the letter a at the end (going with the previous example, a new build would be pmm102018b.exe).
This is likely only going to be for the private builds, though. If I get my game into the alpha stage, I'll probably look into a version number like 0.0.1 or Alpha 1.0.0.
The only time I haven't used a system like this is for my (now on hiatus (don't worry, it isn't cancelled!)) fan game, Pac-Man Megamix. The .exe files were each named in accordance to the month, day, and year that it was compiled (for example, a game made on October 10th, 2018 would be called pmm102018a.exe). If I needed to make more than one build in a day, I would change the letter a at the end (going with the previous example, a new build would be pmm102018b.exe).
This is likely only going to be for the private builds, though. If I get my game into the alpha stage, I'll probably look into a version number like 0.0.1 or Alpha 1.0.0.
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