Difference between revisions of "SLOCCount"

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SLOCCount (unsurprisingly) counts the [http://en.wikipedia.org/wiki/Source_lines_of_code 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.
 
SLOCCount (unsurprisingly) counts the [http://en.wikipedia.org/wiki/Source_lines_of_code 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. That's the game alone, no hosting, marketing or other stuff:
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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:
  
  
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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.
<small>Disclaimer: SLOCCount does not work perfectly. It evaluates a few lines of code as ansic and pascal, even though neither is actually used anywhere in BattleMaster.</small>
 

Revision as of 18:03, 6 January 2006

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)                = 34,724
Development Effort Estimate, Person-Years (Person-Months) = 8.29 (99.51)
 (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
Schedule Estimate, Years (Months)                         = 1.20 (14.36)
 (Basic COCOMO model, Months = 2.5 * (person-months**0.38))
Estimated Average Number of Developers (Effort/Schedule)  = 6.93
Total Estimated Cost to Develop                           = $ 1,120,219
 (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.