Always Chasing Hanafuda Refactoring

Hello, this is Yuu!
There hasn’t been any major progress since last week. I’ve mostly been working on the lobby screen, which had been nothing more than a placeholder screen until now.
I’ve also been repeatedly refactoring the code because it keeps getting bigger and bigger. At this point, I sometimes start to wonder, “What am I even doing?”
This is something I’ve struggled with since the Flyjong days. I tend to enjoy making games starting from the code rather than writing code based on the game I want to make, so this kind of situation can be surprisingly difficult for me.
The problem I’m facing right now is making the different Hanafuda yaku optional, so that they can be turned on and off.
Depending on which yaku are enabled, the AI’s behavior changes, and of course the yaku detection itself changes as well.
Mahjong was also difficult because there are so many different hands that need to be implemented, but I think Hanafuda has its own unique difficulty because there isn’t really a single, absolute set of rules. Different rule sets can change quite a lot about how the game is played.
Yesterday, I also spent a little time playing around with Flyjong, and I noticed a few things that are bothering me. I should probably start working on the next version soon as well.
As usual, there are still plenty of things I want to work on.
I’d like to release the game as soon as possible, but at my current pace, I’m thinking it will probably be around the end of this month.