I have typically used "YYYY-MM-DD", as it seemed obvious enough.
Annoyingly, I have found, other people IRL are hopelessly confused by
any date not in the 'MM/DD/YY' or 'MM/DD/YYYY' formats.
A lot of my documentation files have the origin date as a name prefix,
may eventually get updated, but usually reflects when the file was first
created more than when it was last edited (though, usually the
filesystem keeps note of this one).
But, oh well. Due to "ongoing can't seem to get anyone to consider
hiring me to do anything" issues (*), have started working on another 3D
engine. I suspect there is at least slightly higher probability of being
able to make something "marketable" as an indie game than with the BJX2
core. I found this project interesting, but there doesn't seem to be any
real potential way to get any sort of income from this (well, short of
GitHub Sponsors or similar, but this seems unlikely).
*: Like one can apply to lots of jobs, but invariably either hear
nothing, or get the occasional automated "screw off" email as a response
(whole life thus far is basically this).
I could have resumed working on my old 3D engine, but there was enough
stuff I wanted to do differently that it seemed better to pull a reset
(it was being based off of BtMini). Funny enough is that right now I
have an engine doing Minecraft style terrain but currently using around
40-60MB of RAM...
Though, the bigger RAM waster would likely be if I switched back to
per-chunk vertex arrays. At the moment, the renderer is based around the
use of ray-casts (cast a ray, and if it hits a block we haven't hit yet,
add it to the list; then draw all the blocks that were hit).
Drawback is that ray casting doesn't work as well with larger draw
distances. PC can afford a higher ray density and larger trace-distance
limit, but this only goes so far.
Some point may also need to switch it over to using the GPU for
rendering, at the moment I am using my software GL rasterizer, ...
Current idea otherwise is (besides the blocky terrain), trying to rip
ideas off of a few other (fairly popular) games (namely Undertale and
Stardew Valley). Well, and ye olde "retro aesthetic" (make the textures
32x32, use 32x64 pixel character sprites, use 8kHz ADPCM for sound
effects, ...).
As with my last effort, I am (again) going with sprite-based graphics
and atlas textures. Difference is mostly that I have (somewhat) reduced
the resolution. It is likely that "wander around and interact with NPCs"
will remain a focus.
Lacking much better, also just sort of going with an XML based notation
for the dialog and menu systems (and a "binary serialized XML" format
for the entity graph; ...). The last engine had tried to use a dialog
system built around building object graphs in code, but this was kinda
painful and didn't scale very well (and my ideas for a wiki-notation
format fizzled; but XML notation is at least competent at blobs of text
interspersed together with block structuring).
Though, even if it somehow "doesn't suck", the likelihood of "success"
is pretty low (given the huge number of indie games around, most of
which don't amount to much; and "no one cares", which is why I am here
to begin with).
Similar with writing Sci-Fi, never sold enough E-Books to actually make
anything from it (so, sadly, one needs some level of popularity as a
starting point).
Or, basically, all the reasons I am here to begin with.
...