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> 62,176 lines of code then I watched the youtube video demo in 2017. A 2D gaming scroller that requires 62,126 lines of code written from scratch? There's to
by Kagerjay 8y ago
> 62,176 lines of code
then I watched the youtube video demo in 2017.
A 2D gaming scroller that requires 62,126 lines of code written from scratch? There's tons of libraries out there, game engines you could adopt, etc.
I would argue you could be an awful programmer and use prebuilt tools but have great design aesthetics, vision, music composition, and storytelling, and deliver something far better
- gmueckl 8y agoHow can you criticize the amount of code without knowing how much of that is generic engine code and how much of it is gameplay code (game logic, AI, event triggers...) that would have to exist regardless of the engine being used?
- hannasanarion 8y agoBecause in the former case, it's a waste of time, duplicating work that others have done already available online for free, so of course there are no customers And in the latter case, it's got to be a poorly written mess, no 2d platformer could need so much game logic. That's twice the size of the entire Super Metroid cartrige, engine and assets included.
- gmueckl 8y agoWait... did you just compare lines of source code to the size of a compiled binary code of something that was written over 25 years ago and clearly optimized for the size of the deliverable? In that case you might just as well have compared an apple to the Apollo program LAM module. It is just not a valid comparison. I am sure that if Super Metroid were to be developed today in a high level language with the exact same gameplay logic, the resulting code would be in at least the same ballpark.
- hannasanarion 8y agoIt is a valid comparison, because what he made is essentially the same game. And I said that in response to the guess that maybe the 62,000 lines of code was all game logic, which is absurd. Game logic, like, "when the player presses the fire button, spawn a missile" and "this enemy goes up 5 units, then goes down 5 units, then repeats". That's not the kind of thing that will change much from one metroid clone to another, regardless of what technology is used to make them. It is practically always the smallest part of the final product. And to have the game logic's source be bigger than the entirety of an almost identical game, with handcrafted levels, art, and engine included? It's absolutely absurd. It was in service of the point above: that code is probably all the engine, which means that, yes, it probably was a waste of time, since engines made by professionals are available for free. At best, it's a line on a resume.
- gmueckl 8y ago> It is practically always the smallest part of the final product. What do you base this statement on? There are several classes of games where this is definitely not true.
- hannasanarion 8y agoIn what class of game?
- gmueckl 8y agoAdventures and RPGs are the most obvious ones. There, the story-based interactions quickly turn into tons of game logic corner cases that must be handled. Also, the rule sets for RPG character stats and fighting interactions (strengths, weaknesses, immunities, temporary effects, combos...) generally are pretty insane. Oh, and lest we forget: game logic does not stop once you figured out at a high level that X has to happen. It still needs to set up and drive all the presentation that goes with it on top of the pure bookkeeping. The subtleties of this can be really amazing. To just name some trivial things that come to my mind: doors and elevators should stop when players stand in the way, players and objects should move with the platforms they're standing on (harder than it looks, esp. in 3D), enemies can't just be deleted from memory when their health goes below 0 (but their hitboxes might still go away immediately) and so on.
- rasz 8y agoIt doesnt matter, game is a generic 2D keep running right ~1986 Amiga with bits of Chip's Challenge thrown in piece.