The Slaughtering Grounds

The Slaughtering Grounds

libertea Jul 7, 2015 @ 10:37am
Hundreds of thousands of lines of code?
I call bull. Even if there is > 100,000 lines of code, I GARUNTEE they didn't type it all. They most likley got most of it from tutorials and examples.

No

Another thing is he makes himself sound like a god because he knows a few languages basic syntax. Any old coder could learn how to make this no problem. I have friends that could make this in a week and have never published a game made in Unity.

And dev, if you are reading this, I am not being biased towards sterling. Chuck that card out of the playing field right now. During that interview, you were quite an ass and had 0 class. Not to mention you need your helpers in the background.

That will be all
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Showing 1-6 of 6 comments
Ronny Eclipse Jul 7, 2015 @ 11:17am 
I honestly do know people who work in the game industry and do coding for a living and some of them claim the coding he claims is worth 60 cents a line is way above what he did for this game infact this is beginner stuff that you can learn to do for free on the internet or a beginner gaming course teaches this in not too long. I do agree though i don't believe he singlehandedly went out and did all the coding himself because look at assets like UnitZ where it is pretty much all done for you
libertea Jul 7, 2015 @ 2:54pm 
I'm not following what you're saying. Do you mean people do get paid $0.60 a line of code? Because from what I hear, that isn't true.

I'll admit, I am in school. I did programming 11 last year, and my teacher told us that a professional coder in a AAA company might finish 10 ACTUAL lines of code in a day, excluding things like comments and brackets simply because of all the commenting, logic, and testing that goes along with it.

I don't know if you code, but basically, comments are things that don't get executed and are just there to tell you what the code is doing. In a professional environment, there are a lot of comments.

But yes, this game is very basic. I don't do 3D programming very much, so I couldn't make this exactly, but we both know that he didn't come up with the 3D engine. I can make this kinda thing top-down, as can many indie devs my age.

It all comes down to the fact that this isn't professional-quality worth my money.
Ronny Eclipse Jul 7, 2015 @ 6:18pm 
in the interview he claimed he knows people that say they get on average 60 cents per line of code which i have never heard of myself. I am just pointing out that what he is doing is basic stuff and he did not singlehandedly write every line of code that is in the game
libertea Jul 7, 2015 @ 7:07pm 
Oh, well of course.
Loot Toot GameWorks  [developer] Jul 7, 2015 @ 11:26pm 
The code mentioned above was for Forsaken Uprising not slaughtering grounds. Slaughtering grounds is all state engine developed like hearthstone.
Forsaken was about 65% code 35% state engine. Just initial inventory system that was server and client side was about 22000 lines 80% custom. The second one was about 11000 lines 95-98% custom it's got a few issues server side however. Then there's the http construction system based of IIS, player saves, construction saves, equipment, item database, network comm, crafting, crafters, and more... I didn't actually work on SG, Mercs, Deadly, or TT other than cards or steam tie ins.
I stayed on forsaken as long as I could and then ended up having to go part time as we had over extended.

Although - at this point with the new Unity 4.6/5 I can do the same thing in 1/3 the size, faster, and more efficient. Should have switched earlier but we'd already had a ton of glitches with 4.3 that we were afraid to move to 4.6/5 while in beta.
Last edited by Loot Toot GameWorks; Jul 7, 2015 @ 11:29pm
libertea Jul 7, 2015 @ 11:36pm 
First off, I've never heard of a inventory taking 11000 lines of code. (Assuming half of 22k was the inventory.) That is wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy to much even in a semi-low level language like C# or Javascript -- The Unity main languages. (Something like Python or GML; my favourites, being high-level.)

Second, you didn't code the online engine. That is incredibly low-level and if that was your first game, there is no way you could have pulled that off. That is why stuff like Rak Net is so exspensive and written in low level languages.

It's simply far too hard for anyone of less than 5 years expirience in C++ or a similar language to pull off.

Now, that being said there is nothing wrong with using something like Rak Net or 39DLL, it is what the vast majority of indie devs do. (Or use the built-in engine stuff like in Gamemaker Studio in Hero Siege's case.)

So I very highly doubt that you (or your friends) coded 100000+ lines of code. Stuff taken off the asset store and code by other people (Like a multi-player engine or inventory system) isn't really your code.
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