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.

about 4 months ago
These statistics might silence those people who keep asking for a release date. They might want to calculate themselves now.
about 4 months ago
I have no idea what this is, But Okie Dokie!
about 4 months 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 4 months ago
…Hmm… then approximately how much code do you think you’ll need? Efficiency > number anyways
about 3 months 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 3 months ago
Ghaleon that’s probably an extremely similar number…
about 3 months 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 3 months ago
Oh, I just thought it was possible to make a comparison in some scope of numbers.
about 3 months ago
codes…. lines…. all computer jiberish to me.