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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.
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.
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.