blueteak
New Marbler
Game Design & Programming
Posts: 6
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Post by blueteak on Aug 9, 2013 23:49:24 GMT
Just some quick info for info's sake (and maybe put things in perspective on how difficult it can be to debug problems)
Current game metrics:
Total Lines of Code: 54,532 Network Code: 13,318 Lines Marble Code: 2,815 Lines Longest Script: 1084 Lines
The leftover 38,400 lines are comprised of all the miscellaneous scripts, such as Game Modes, multiplayer chat, score screens, UI (There is a massive UI framework setup, even if I'm not fully taking advantage of it atm), timer, gem collection, rendering effects (sunshafts, Anti-Aliasing, reflection), custom shaders [multi-shade tiling], and many more "under the hood" systems.
Materials Used: 147 Uncompressed Asset/Audio/Texture Total Size: 521mb
Game is obviously still FAR from finished, and I continue to add at least two to three hundred lines of code a day...
Luckily I'm pretty good with naming my scripts and doing a bit of commenting, but even so it takes longer to find a squash bugs. Just wanted to share the info because it's pretty ridiculous.
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Post by Jeff on Aug 10, 2013 0:19:25 GMT
Sounds like MBP, except not really.
Man networking code, that much? That sounds like Unity's networking is terrible if you needed to write that much. Most of the code should come with the game engine...
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blueteak
New Marbler
Game Design & Programming
Posts: 6
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Post by blueteak on Aug 10, 2013 0:34:27 GMT
I'm using a custom solution which results in being able to use multiplayer cross platform (Mac vs. PC, Xbox vs. Mac, iOS vs Android, iOS vs PS4, PC vs Android, etc). It also uses cloud based networking so that I don't ever have to "host" anything on a dedicated server. It's an alternative to Unity's networking entirely. Also.. I didn't write the base for it, I am just using it.
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Post by Jeff on Aug 10, 2013 0:39:20 GMT
Ah okay, I got ya, I was gonna be like wow that must have taken a long time to write the base. And I see why your using it, it makes sense. Thanks for clarifying.
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