Difference between revisions of "SLOCCount"

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(update to 2009 numbers)
 
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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)                = 56,237
+
  Total Physical Source Lines of Code (SLOC)                = 56,683
  Development Effort Estimate, Person-Years (Person-Months) = 13.76 (165.10)
+
  Development Effort Estimate, Person-Years (Person-Months) = 13.87 (166.47)
 
   (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
 
   (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
  Schedule Estimate, Years (Months)                        = 1.45 (17.41)
+
  Schedule Estimate, Years (Months)                        = 1.46 (17.46)
 
   (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)  = 9.49
+
  Estimated Average Number of Developers (Effort/Schedule)  = 9.53
  Total Estimated Cost to Develop                          = $ 1,858,510
+
  Total Estimated Cost to Develop                          = $ 1,873,989
 
   (average salary = $56,286/year, overhead = 2.40).
 
   (average salary = $56,286/year, overhead = 2.40).
  
  
 
That's the game alone, no hosting, graphics 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, graphics 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.

Latest revision as of 09:15, 13 June 2012

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)                = 56,683
Development Effort Estimate, Person-Years (Person-Months) = 13.87 (166.47)
 (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
Schedule Estimate, Years (Months)                         = 1.46 (17.46)
 (Basic COCOMO model, Months = 2.5 * (person-months**0.38))
Estimated Average Number of Developers (Effort/Schedule)  = 9.53
Total Estimated Cost to Develop                           = $ 1,873,989
 (average salary = $56,286/year, overhead = 2.40).


That's the game alone, no hosting, graphics 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.