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Socoder -> On Topic -> What's your project worth?

Fri, 01 Aug 2014, 04:31
Afr0
Project Dollhouse represents almost 5 million dollars worth of free labor so far.

What's your project worth?

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Afr0 Games

Project Dollhouse on Github - Please fork!
Fri, 01 Aug 2014, 05:38
Jayenkai
Have written a program to do a complete scan of my HDD and tot up all my art, sfx, music and sourcecode assets, (including linecount!) but am currently running a complete backup, so.. You'll have to wait a bit!

I'll be with you shortly!! (Might take a good couple of hours.. there's a lot to backup)

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''Load, Next List!''
Fri, 01 Aug 2014, 06:58
rockford
How do you begin to calculate that? It's impossible to know how many hours you actually put into a project - when I'm coding, time flies. What to me seems like 2 minutes to my family and everyone else is actually two hours. Same for graphics. What about research work - time where you are busy on the project, but not actually contributing physically to it?

You also can't judge costs based on code size.

I don't record how long each element takes and then what do you multiply that with - your current wage per hour, the minimum wage, the living wage, the average for a programmer?

How could you have put in 89 man-person hours when you are actually younger than that? (I am presuming that you are doing this by yourself, of course)

It really is impossible to caluculate how much any project costs us, as we might work on it for one hour today, but 24 the next (if you know what I mean) - there is no 9-5 in what we do.

Fri, 01 Aug 2014, 07:10
Afr0
rockford: OpenHub uses COCOMO.

-=-=-
Afr0 Games

Project Dollhouse on Github - Please fork!
Fri, 01 Aug 2014, 07:49
Jayenkai
OK, here we go..
"Fictional Money Tree!"

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Assets


First we need to pay the developer.
We'll give the dev £50 for each file they create, and an extra £5 for every 100 lines of code contained within. Seems reasonable enough, and easy to calculate!

Number of SourceFiles 3207
Lines per file
(.bas) QBasic 16143
(.bb ) Blitz Basic 418272
(.bmx) Blitz Max 1427507
(.monkey) Monkey 356053
(.c/.cpp/.m) C/CPP/ObjC 429825
(.java) Java 72914
Total Linecount 2720714

(Files * 50)+((Linecount/100)*5)
£160,350 + £136,035

Coder gets £296,385


Next up, the Artist.
We'll pay him a nice round £10 for each bit of art. A fair amount, since "art" in this case is anything from a bitmap font to a complete spritesheet, or a titlescreen, or anything inbetween.

Graphic Assets : 30628

Artist makes £306,280


Next comes the sound effect maker.
He's busying away making all the little wav files, from menu blips to ingame explosions and everything else that needs a sound or two, or three, or more.
Let's give him a pound for every sound effect, 'cos we all know he's just fiddling about with BFXr the whole time..

SFX Assets 10584

SFX Guy makes £10,584



And last is AL O'DARE's MEWSIK AND CHOONS!
We'll pay AL £100 for each CHOON he makes us, 'cos he's awesum.
Music Assets 1250

AL makes £12,500


Asset Worth : £625,749


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Man Hours / Wages


My archive contains code going back to 1997, so we need to take that entire time period into account.
2014-1997=17 years
For each year we'll give our team 10 weeks of holiday, because they're a lazy bunch. Of course, when working on AGameAWeek, we know they secretly develop games when they're supposed to be on holiday, but we'll pretend that's not the case, and dock their wages during holiday time anyway.
(FACT : I haven't actually had a physical holiday in over a fucking decade, but now's not the time to whinge about that.)

17 years * (52-10) weeks = 714 weeks
Within each week, we'll assume a 9 to 5 work schedule, and an hour of rest.. 7 hours a day.
We'll also give our guys the weekend off, which I never damn well do, but we're in pretend-land, so let's stick with "rules"
7 hours * 5 days a week = 35 hours a week * 714 weeks = 24,990 hours.

24,990 hours * a "simple/low" wage of £10 an hour = £249,900
We've also assumed that we have a single developer alongside an artist, a sfx guy and AL doing the music, so we need to pay all four of them.

£249,900 * 4 guys

Wages : £999,600


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Sales


Most of my games are freeware, but in a world where we have all this fictional money flying around, let's assume otherwise.
In fact, let's just go the whole hog, and assume 1 sale for every "view" that's currently counted in my Jayenkai Archive

You'll find the figure at the bottom of the sidebar. https://jayenkai.socoder.net/GameList.php
It currently stands at 1,536,340, but be aware that I only created the archive in 2009, so anything before that hasn't been counted.
It also doesn't count views outside of my archive, so when someone buys my game straight from the AppStore, that's not counted, nor are direct GameJolt plays, or many other forms of play.

But it's a nice moderate figure, and if I'd charged 69p for each of those, it makes for a nice round-about "fictional sales" figure.

Total Sales : £1,060,074.60


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Total Worth : £2,685,423.60


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''Load, Next List!''
Fri, 01 Aug 2014, 09:22
Afr0
4,5 million USD - almost as much as Project Dollhouse!
Impressive!


-=-=-
Afr0 Games

Project Dollhouse on Github - Please fork!
Tue, 02 Sep 2014, 14:25
Afr0
How could you have put in 89 man-person hours when you are actually younger than that? (I am presuming that you are doing this by yourself, of course)


To be completely honest, I didn't have time to study how COCOMO works.
But Github provides a nice overview of contributions.
Interestingly, two of the main contributors, one of them being me, have deleted over half as many lines as we've committed. I dunno if that says more about the project or about us...

-=-=-
Afr0 Games

Project Dollhouse on Github - Please fork!
Tue, 02 Sep 2014, 15:49
rockford
Yeah, I think we're all the same - we put in code that works (or doesn't!), then trim it back and optimise it until it works better. The final code may be half as long as the original, but it's taken twice (or generally more) as long to get to that point.

Sometimes it's not about what and how much you've put in, but what you then take out.

Also testing is a major part of coding. Even the simplest of apps will take more time to test than actually to code. Then there's the cost and time of medica creation, implmentation and testing on top.
Fri, 05 Sep 2014, 16:32
Stealth
I say $0.

No cashflow = $0 value.
Fri, 05 Sep 2014, 17:11
dna
I agree with you stealth.

Especially with the hyperinflation that goes on sometimes

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DNA