Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Thank you. But honestly, I have no idea why it's there xd. I mean, I am aware that there is an overflow possibility, but the game was suppsoed to throw a win screen much before that. The counter is a double so it can house numbers up to 10^300something (c#, .net), and I implemented the names of numbers up until trengitilion (or however you say it - 30th when million is 1st) and i feel like the inifinity is reached much too soon. I found this during final playtesting, but didn't have time to fix it. also, even if you reached the last number, I didn't have time to code a win condition. Thank you for the nice feedback :)

(+1)

I'm glad you're so honest about it XD Anyway well done. Regarding why it reaches too soon, it is possible that the issue is that you're using a double.

A double is a 8 bytes (64 bits) float number. But in short, it is a 2 ints(4 byes, 32 bits), where the first 4 bytes is the nominator and the second 4 bytes is the denominator. It means that the number is based on divisions, and something I noticed in unity, it doesn't choose the best ones, it chooses the fastest to reach ones.

I think that if you wanted large numbers the best choice would have been the ulong, an integer of 8 bytes with no sign.

But I think that the game is perfect as it is now, so don't worry so much about it.

Thanks for the insight, I might do some experimenting when designing the next clicker game