Statistics. Or, “how many codes?”
Earlier today my brother pointed me at this neat little plugin for FlashDevelop, so I’ve been compiling some statistics from my various projects.
The first Monsters’ Den is built from 21,091 lines of ActionScript.
The more advanced expansion/sequel, Book of Dread, ran to 30,024 lines of code.
The game I made with EA, Dragon Age Journeys, has a whopping 58,667 lines.
My new project, Monsters’ Den: Godfall, is currently at.. 11,509 lines. It’s much more efficiently written than the old Monsters’ Den engine but still, I have a lot of work ahead of me.
| Print article | This entry was posted by garin on May 6, 2010 at 5:58 pm, and is filed under Games. Follow any responses to this post through RSS 2.0. Both comments and pings are currently closed. |
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about 1 year ago
These statistics might silence those people who keep asking for a release date. They might want to calculate themselves now.
about 1 year ago
I have no idea what this is, But Okie Dokie!
about 1 year ago
This seems like a great way for people to gauge time management and release dates, or at least make things more acceptable. Great plan, keep up the great work!
about 1 year ago
…Hmm… then approximately how much code do you think you’ll need? Efficiency > number anyways
about 1 year ago
That’s kinda like asking how many times you think you’ll need to blink January 5th 2030 based on the info you have recording how many times you did august 20th 1995.
about 1 year ago
Ghaleon that’s probably an extremely similar number…
about 1 year ago
There’s no way to tell how many lines the end product will be, and it’s not a great way to judge progress because all lines are not created equal: some parts are harder than others, and you might spend hours chasing down a bug that’s resolves with a change to one line.
But I think the numbers are still kind of interesting.
about 1 year ago
Oh, I just thought it was possible to make a comparison in some scope of numbers.
about 1 year ago
codes…. lines…. all computer jiberish to me.