Difference between revisions of "SLOCCount"
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In other words: If you want to make your own BattleMaster, commercially, here's what you have to calculate for investment: | In other words: If you want to make your own BattleMaster, commercially, here's what you have to calculate for investment: | ||
− | Total Physical Source Lines of Code (SLOC) = | + | Total Physical Source Lines of Code (SLOC) = 39,701 |
− | Development Effort Estimate, Person-Years (Person-Months) = 9. | + | Development Effort Estimate, Person-Years (Person-Months) = 9.54 (114.54) |
(Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05)) | (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05)) | ||
− | Schedule Estimate, Years (Months) = 1. | + | Schedule Estimate, Years (Months) = 1.26 (15.15) |
(Basic COCOMO model, Months = 2.5 * (person-months**0.38)) | (Basic COCOMO model, Months = 2.5 * (person-months**0.38)) | ||
− | Estimated Average Number of Developers (Effort/Schedule) = 7. | + | Estimated Average Number of Developers (Effort/Schedule) = 7.56 |
− | Total Estimated Cost to Develop = $ 1, | + | Total Estimated Cost to Develop = $ 1,289,387 |
(average salary = $56,286/year, overhead = 2.40). | (average salary = $56,286/year, overhead = 2.40). | ||
That's the game alone, no hosting, marketing or other stuff. And most importantly: This doesn't include the creation of the game worlds with all their regions, the maps, the manual and other documentation, etc. That's just the code. | That's the game alone, no hosting, marketing or other stuff. And most importantly: This doesn't include the creation of the game worlds with all their regions, the maps, the manual and other documentation, etc. That's just the code. |
Revision as of 17:00, 4 January 2007
Every once in a while, I (Tom) run David A. Wheeler's SLOCCount on the BattleMaster code, just to get a warm and fuzzy feeling.
SLOCCount (unsurprisingly) counts the Source lines of code (SLOC) and then does some calculations to get a very rough estimate of how long it would take and how much it would cost to replicate (i.e. write it all again) the program.
In other words: If you want to make your own BattleMaster, commercially, here's what you have to calculate for investment:
Total Physical Source Lines of Code (SLOC) = 39,701 Development Effort Estimate, Person-Years (Person-Months) = 9.54 (114.54) (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05)) Schedule Estimate, Years (Months) = 1.26 (15.15) (Basic COCOMO model, Months = 2.5 * (person-months**0.38)) Estimated Average Number of Developers (Effort/Schedule) = 7.56 Total Estimated Cost to Develop = $ 1,289,387 (average salary = $56,286/year, overhead = 2.40).
That's the game alone, no hosting, marketing or other stuff. And most importantly: This doesn't include the creation of the game worlds with all their regions, the maps, the manual and other documentation, etc. That's just the code.