I can empathize. Unfortunately, with this community, you're damned if you do, 
and damned if you don't. While Draconis worked on our new game engine, I kept 
pretty quiet about what we were doing. So everyone thought we were dead. A 
decision I still get flack for from time to time. But if you do all or much of 
your development publicly, as you have, people get frustrated with the 
unpredictable nature of the development process. It's very much getting caught 
between a rock and a hard place.

For me, personally, keeping quiet about future plans is the only way I can stay 
sane and focussed on what I need to do, and not get distracted by the obnoxious 
minority.

On May 2, 2013, at 11:20 AM, Thomas Ward <thomasward1...@gmail.com> wrote:

> Hi Raul,
> 
> Lol. I knew someone was going to say that, and I understand your
> feelings as well. I know it has been irritating for some folks for me
> to stop and start over etc but a lot of the reason for that was
> because of testing, experimentation, and fooling around with the
> engine rather than a serious attempt to sit down and write the game.
> Whatever I do now is is an attempt to write and complete the game
> itself not working on the engine. :D
> 
> On 5/2/13, Raul A. Gallegos <r...@raulgallegos.com> wrote:
>> Hi, quite honestly at this point I just want a game from you. I
>> personally don't care which one it is as long as I get it since I paid
>> you in 2008 or 2009, I forget which. I'd be fine with either type since
>> no matter which way it goes, it will be of some kind of adventure. The
>> only thing I ask is that you stop stopping and starting over. Just get
>> the game out, <smile>.
>> 
>> --
>> Raul A. Gallegos
>> I must say I'm glad I know sign language, It's pretty handy. - Sheldon
>> Cooper
>> Twitter and Facebook user ID: rau47
>> 
> 
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