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TIGSource ForumsCommunityDevLogsSpy Game Over
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RLofC
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« on: January 11, 2016, 12:51:54 PM »


This started as a prototype using my 2D games C library (https://github.com/rlofc/cage) and I'm now set to turn it into a full game.
  • You play a cold-war era spy trying to make it to the top floor of a building, collecting important artifacts and avoiding spy hunters.
  • If you're in a room, you're safe, but once you're in corridors, you have to make sure the hunters won't see you.
  • As you progress, you need to collect more objects, you get less doors in each room and you need to avoid more spy hunters.

The plan is to have the game completed in one month, using one source file, in less than 1000 SLoC of plain C.  Cool

« Last Edit: February 12, 2016, 02:45:44 PM by RLofC » Logged

pelle
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« Reply #1 on: January 12, 2016, 01:20:35 AM »

Sounds like a fun project.
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RLofC
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« Reply #2 on: January 14, 2016, 02:42:45 PM »

Decorating the rooms with some more pixels:



And the result:

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RLofC
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« Reply #3 on: January 25, 2016, 10:09:59 AM »

So.. while I'm making consistent progress, I'm paying in sleeping hours. Here's a taste of the opening cutscene I just finalized:




The core game is now 70-80% written. Gfx is %50. I managed to play though the 16 levels of the game and get to the finale. This wasn't easy. In fact, it was extremely challenging - a good thing.

Latest addition is this chiptune I wrote: https://soundcloud.com/rlofc/theme-for-spy-game-over
I hope it sounds Spy-ish.

By now I can say that writing the game using C, SDL and libcage is simple and rewarding. It's all the glue code I need to write in Java and ObjC that eats up my coding and debugging hours.



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RLofC
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« Reply #4 on: January 29, 2016, 12:39:08 PM »

Yay.. got all 16 levels balanced and finalized. Each level has the doors placement and decor randomly generated, but the mission objects are pre-set and in a sense, tell the "story" of the mission.
For example, in the 1st mission, the spy has to collect a key, a secret file and a camera and in the 2nd level the spy has to pickup a tape cassette, some cash and a passport. Level by level, the spy tries to climb to the top-most floor for a spectacular getaway.


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RLofC
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« Reply #5 on: January 30, 2016, 01:58:00 PM »

So while doing some code cleanups I was thinking - "hmm.. it would be cool to refactor all the tile-based movement logic out of my game and move it into its own module as part of libCage". As I was moving my code around I found myself thinking again - "wouldn't it be nice if I can add a smooth scrolling support as well.."

20 minutes later:



As if this isn't distracting enough, I'm now thinking about adding a tiled2d reader.
So much for this weekend Who, Me?
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RLofC
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« Reply #6 on: February 12, 2016, 03:02:52 PM »

Spy Game Over is now feature complete for Android. For iOS I'm nearly there.
So I didn't manage to keep things under 1000 SLoC. Some numbers (generated using David A. Wheeler's 'SLOCCount'):
Code:
SLOC	Directory	SLOC-by-Language (Sorted)
2555    top_dir         ansic=2555

Totals grouped by language (dominant language first):
ansic:         2555 (100.00%)

Total Physical Source Lines of Code (SLOC)                = 2,555
Development Effort Estimate, Person-Years (Person-Months) = 0.54 (6.43)
 (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
Schedule Estimate, Years (Months)                         = 0.42 (5.07)
 (Basic COCOMO model, Months = 2.5 * (person-months**0.38))
Estimated Average Number of Developers (Effort/Schedule)  = 1.27
Total Estimated Cost to Develop                           = $ 108,398
 (average salary = $84,337/year, overhead = 2.40).

So, if I were paid the average game developer salary for 2014, the game would have cost $108,398 to develop. wow!
Let's see the numbers for a non-salary paid indie dev:
Code:
SLOC	Directory	SLOC-by-Language (Sorted)
2555    top_dir         ansic=2555

Totals grouped by language (dominant language first):
ansic:         2555 (100.00%)

Total Physical Source Lines of Code (SLOC)                = 2,555
Development Effort Estimate, Person-Years (Person-Months) = 0.54 (6.43)
 (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
Schedule Estimate, Years (Months)                         = 0.42 (5.07)
 (Basic COCOMO model, Months = 2.5 * (person-months**0.38))
Estimated Average Number of Developers (Effort/Schedule)  = 1.27
Total Estimated Cost to Develop                           = $ 15,182
 (average salary = $11,812/year, overhead = 2.40).

Only $15,182, that's a 7x diff. 7xWOW  Shocked

Anyhow, I'm now ready for public alpha (https://play.google.com/apps/testing/com.randomlinesofcode.spygameover). My final touch was drawing this new icon:


I think it turned out okay but I will have to change it for iOS soon.

edit
----
Actually, I think I can shave ~500 SLoC by moving generic pieces of code I had to write for the game into CAGE. Things like reading/writing stats file, generic button functions, etc.
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