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Monetization of the game "Heroes of Might and Magic 2, 3, ..."

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https://planeta.ru/campaigns/3925
Oh, nice. I similarly estimated the cost of game development in monetary terms; the author realistically assesses the game's cost, which is pleasing. But he won't raise that money, unfortunately.

In terms of timelines, the author is a bit optimistic though. I would give at least a year to implement all of this (considering he wants to launch multiplayer). I've already written before how I see the implementation of all this. Also, the choice of technology to write in is very important here. Judging by the fact that the author wants to release exclusively for iOS, he will probably write something in native languages - Objective-C or Swift, which will allow releasing a good version for iOS and Macs, but when it comes to transitioning to different platforms - that will be a disaster and ruin, and he'll have to raise money again.

Personally, how I see all this - the language should be cross-platform. That is, it should be either Javascript or a language that compiles to it. Personally, I wanted to write in Clojure + Reagent (a wrapper over React / React Native). Code in the same language on front-end + back-end, a strong part of the language is excellent support for atomicity and transactions (for the server side, also free and easy handling of events from the server), as well as easy modification of everything depending on the model (excellent state synchronization with the server).
Also, ideally, I would like to minimize the amount of JavaScript and Canvas API, because that's a swamp you'll never get out of. Ideally, almost everything (perhaps except the minimap and the map's Grail) should be done through HTML elements styled with CSS.

In short, I can talk a lot on this topic, and I'll also boast about my ancient creation from 4 years ago.
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