How long have you been working on your projects ?

I see from time to time, on random forums people who have plans to start "a new MTG game, with AI, a history mode, and multiplayer". Most of the time, these remain at the state of "projects" because these people have no clue how long it takes to have an engine that handles even only 5% of the rules.
My piece of advice for people who want to try such a huge project is to start small, and clearly define what they want to do: a simulator with perfect respect of the rules ? A video game with an AI ? A multiplayer game ? A campaign mode ? How many cards would you like to handle ? etc... start small, don't aim for campaign mode + 10 000 cards + AI + multiplayer straight away, or you'll end up with nothing.
So I'm asking the people who have something that "works", how long have you been working on your projects? How long before it was a tiny little bit playable? How many cards does your game handle? What are the key features of your project (what makes your project different from the others)? What huge features would you like to see before you are satisfied with what you have (a.k.a. missing features)? What features are missing from your implementation that you think are not too important?
I'll start with Wagic
- How long: I've been working on Wagic for 18 months now (it's taking most of my free time)
- How long did I actually take to get the first playable version: 9 months
- How many cards: the game handles 1000~3000 cards (don't know how many exactly, haven't counted the user-created sets)
- Key features: AI, addictiveness because of the credits/booster system, compatibility with several platforms including Windows and the PSP, possibility to create your own cards with a simple text editor, highly customizable (sounds, graphics...)
- Missing key features: better AI - campaign mode (shalara like) - wifi 2 players game - online mode to exchange/buy/sell cards (with fake money obviously) - internationalization (language files)
- Missing features I don't really care about: 100% respect of the official rules/ Handling all the cards ever created.
Looking forward to other creators' answers
My piece of advice for people who want to try such a huge project is to start small, and clearly define what they want to do: a simulator with perfect respect of the rules ? A video game with an AI ? A multiplayer game ? A campaign mode ? How many cards would you like to handle ? etc... start small, don't aim for campaign mode + 10 000 cards + AI + multiplayer straight away, or you'll end up with nothing.
So I'm asking the people who have something that "works", how long have you been working on your projects? How long before it was a tiny little bit playable? How many cards does your game handle? What are the key features of your project (what makes your project different from the others)? What huge features would you like to see before you are satisfied with what you have (a.k.a. missing features)? What features are missing from your implementation that you think are not too important?
I'll start with Wagic
- How long: I've been working on Wagic for 18 months now (it's taking most of my free time)
- How long did I actually take to get the first playable version: 9 months
- How many cards: the game handles 1000~3000 cards (don't know how many exactly, haven't counted the user-created sets)
- Key features: AI, addictiveness because of the credits/booster system, compatibility with several platforms including Windows and the PSP, possibility to create your own cards with a simple text editor, highly customizable (sounds, graphics...)
- Missing key features: better AI - campaign mode (shalara like) - wifi 2 players game - online mode to exchange/buy/sell cards (with fake money obviously) - internationalization (language files)
- Missing features I don't really care about: 100% respect of the official rules/ Handling all the cards ever created.
Looking forward to other creators' answers
