FLUTTERFLY is done and launches for iOS this week! And after almost nine months of non stop work, it’s time to reflect. How much work did I actually do? With an app it’s tough to tell sometimes. You bang on your keyboard typing code at the prompt… then you compile… and then an app appears as a single icon on a device you can put in your pocket.
Unlike a novel, you can’t flip through it and feel the pages. Unlike a movie, you can’t scroll through the timeline to get a sense for every frame. It’s a game! It has no real physical mass, as it were.
So I decided to convert EVERY PAGE of code I personally wrote into a pdf, then in photoshop, shrink them down into little jpegs and line them all up. It’s a fascinating way to get a sense of the over all work involved in an indie game.
So: HOW MANY PAGES OF CODE IN AN INDIE GAME?
The answer?
An astonishing 1,266 PAGES OF CODE in Flutterfly that I wrote myself.
(SCROLL DOWN TO SEE ALL THE PAGES!)
A few big caveats:
1. There is obviously WAY more code in the app than just the stuff I wrote myself. There are tons of amazing plugins that I bought and used. And of course the Unity3d game engine which the whole thing is built on probably has enough bits to fill a library. But for this experiment, I think the page count of the stuff I wrote personally is a pretty cool metric.
2. Pages of code are generously spaced. It’s not like this stuff is packed in there. You’ll see from the images below that code, in this case C#, is not very dense when it comes to the amount of space it takes up. So take those 1,266 pages with a grain of wide-margined salt.
3. Code is repetitive. There’s a lot of code that repeats. For instance, almost every class I wrote starts with
using UnityEngine;
using System.Collections;
It’s part of the lexicon. So it’s not like every line of code is completely unique necessarily.
4. A lot of code gets deleted. The game evolved a lot over nine months. So entire sections were ultimately zapped. I’d estimate that at least a good 10-15% of the final product were axed and aren’t pictured below.
5. There is a lot of work that goes into a game that is NOT CODE. There’s animation and sprite sheets and models and sound and camera work. So the code is maybe half of the whole story. At most.
6. A lot of programmers pride themselves on writing super condensed, tight and streamlined code. The less code the better! I’m not one of those guys! I’m more from the literate school: lots of comments and notes to myself. Just fyi.
7. I’m seeing now that a couple blank pages snuck in there. Whoops. Converting over a thousand pages of code into little thumbnails is no easy task unto itself. I highly recommend this little photoshop script if you’re interested in trying the same for your game!
So without further ado, here are the 1,266 pages of code I wrote for FLUTTERFLY over the last nine months. I’ve colored some of it RED and have annotated those sections. Figured it’d be interesting to get a sense of how much of the code did what exactly. Who knew powerups were so complicated?
See you after the long scroll!
Whew! I feel exhausted just looking at all of that.
And sometimes writing code is like creating music– it just flows out of you. But more often than not it can be a very exacting and painstaking process where you battle through mazes of logic to just write a single line.
Mostly though, I’m excited about starting the next project! Time to open up a new blank page one.
PS: I did a similar experiment with my previous, smaller app SPIDER PRANK. If you’re curious, you can check it out here!
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