Software Inc.

Software Inc.

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Preliator Feb 18, 2017 @ 4:20pm
No more % during alpha
As the title say, in alpha 9 there is no more the percentage during alpha development but you can see the number of lines of code or the kb.

Now question is: how much lines of code (or kb/mb) should I create to reach the old outstanding quality? I think this number change due to year and type of software. How can I know when is poor, enought or too much?

I've tried a 90.000 lines of code for 2D editor in 1982. 1100 follower after marketing with only the founder. Result: 90 sell, 150 refund :/

Thank you.
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Showing 1-15 of 16 comments
Steel Rat Feb 18, 2017 @ 4:23pm 
my problem also...... liked the old Alpha 8 system but new A 9 is beyond me ..... cant figure it out :(
GoldenPhysics Feb 18, 2017 @ 4:27pm 
Reviews are important in alpha 9. When I'm doing contracts, I'll have the client review the product, and when they're very satisfied (or when I run out of time) I'll promote the project. For my own software, I'll have my team review it occasionaly, and when they say it's aweson (8 or 9 out of 10), I'll do a few outsourced reviews, with only a few reviews, so it's not too expensive.
Steel Rat Feb 18, 2017 @ 4:34pm 
I ran an Alphaa bar right to the top....outsourced review and got 0.6/10 ...this was on a contract....so what do i do then ? can i scrap it and start the contract again?....this is at beginning of game btw with just the dev going solo.... I was also told i couldn't review a beta so again how do i know when theres enuff code?
Sorry to be a pain
Last edited by Steel Rat; Feb 18, 2017 @ 4:34pm
ploppo Feb 18, 2017 @ 4:35pm 
I like the new review system - once you get used to it, it is pretty cool.

I generally use my team to review intitially - but when doing contract work then using the client is a good option.

Once you move onto your own blockbuster releases then outsourcing reviews is great.
ploppo Feb 18, 2017 @ 4:38pm 
Bare in mind that the Design stage, that has the progress bar from left to right, must be stopped when it hits the right hand side - if not, it will decrease your quality as it reverses. I generally pause my game as soon as the design stage has hit the right-hand side - then I hit 'Promote'.
Last edited by ploppo; Feb 18, 2017 @ 4:39pm
Steel Rat Feb 18, 2017 @ 5:06pm 
will give it another go...... think i getting it now.....cheers
cfranks007 Feb 18, 2017 @ 5:59pm 
I don't use outside reviews anymore. By the time I am ready to do my own software , I have the team do it.

When doing contracts ( I am playing 2 days a month), if you have an art contract, let it run to 2PM on the last day then promote it to fix bugs. If you are doing a contract that involves programming then on the day before the last day at 10 or 11 AM promote it to beta (probably not optimal).
Preliator Feb 19, 2017 @ 3:20am 
Ok but this not resolve the problem. In my small way I do not understand how much lines of code I have to create or at least how long I have to wait during alpha stage to create an outstanding software :(
ploppo Feb 19, 2017 @ 3:32am 
Originally posted by Preliator:
Ok but this not resolve the problem. In my small way I do not understand how much lines of code I have to create or at least how long I have to wait during alpha stage to create an outstanding software :(
You won't.

You need to periodically review your work to get an idea. The review system will give you a good indicator of how good your software is.
Vinolik Feb 19, 2017 @ 3:32am 
I also find this hard. I've done some reviews and its still only 0.6 or 0.8 :/ Any idea how long it should take for 3P, 3D, 1A to make a Audio Tool with all features?
Last edited by Vinolik; Feb 19, 2017 @ 3:33am
ploppo Feb 19, 2017 @ 3:42am 
Originally posted by VUP Kenneth:
I also find this hard. I've done some reviews and its still only 0.6 or 0.8 :/ Any idea how long it should take for 3P, 3D, 1A to make a Audio Tool with all features?
The offical ETA is less than a year - but that is with 2P, 1D, 0A - but expect it to be many months.
eVu Feb 19, 2017 @ 3:47am 
Also ensure your team is working optimally! Check their compatability, their effectiveness(click them and lower left of screen). Ensure they have a lead and a meeting place to boost productivity!
My main problem wiht the new system is I should have some indication when it is at least minimally viable. I find it odd that a programmer wouldnt at least know when he had a functional early alpha. It seems like the programmers should at least be able to guesstimate how big the project would be. Their guess may be wrong but having at least some starting point would help you set a timetable for release and so forth.

I also find it off that we cant do a review or QA our software in the beta phase.
Vinolik Mar 1, 2017 @ 8:56am 
Originally posted by Thomas Marik:
My main problem wiht the new system is I should have some indication when it is at least minimally viable. I find it odd that a programmer wouldnt at least know when he had a functional early alpha. It seems like the programmers should at least be able to guesstimate how big the project would be. Their guess may be wrong but having at least some starting point would help you set a timetable for release and so forth.

I also find it off that we cant do a review or QA our software in the beta phase.
+1 This. Programmers should know at least when its "releaseable"
Spork Mar 1, 2017 @ 10:49am 

I am firmly in the camp of not really liking the current development in game. I wanted to see how reviews would track, so decided to review my software every single day to give me more of an idea on how it worked.

I started a fresh save with a default CEO guy. No other staff were hired and my guy was given a basic 4x4 office with computer, glass desk, chair, 1 window, 1 door, a light, a radiator and a vent.
2 days per month and max money for outsourcing reviews. Each number on the graph = 1 day/half a month.

Started a piece of 2D Editor software with just the default feature checked. At the end of every day I would pause development and set both a team and outsourced review.

Come 9.30am the next morning the reviews would be done and I would restart development.

Quite interesting to see how the team score would flucutuate so much (varying from 0%-30% accuracy) while the outsourced review scores progressed more steadily (70-80% accuracy).

What was also interesting was that number of lines of code went up 6k per day for the first 11 days and then slowly dropped to 500-600 lines of code each day.

I was hoping to see more of a plateau but got bored after 2 and a half years. :)

A graph of my findings! http://imgur.com/DnumZI5
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Date Posted: Feb 18, 2017 @ 4:20pm
Posts: 16