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'):
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:
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
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
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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.