1
Productivity
Started by Hornung, Apr 01 2014 05:50 PM
9 replies to this topic
#1
Posted 01 April 2014 - 05:50 PM
Hi All. I need a little help. I would like to measure developer productivity by using the size of the patch and the rate of implementation in a cumulative graph. Can you help me by supplying patch download sizes per date? I am doing this with other games as well (e.g., blizzard) to measure how much staff get done in a certain time frame. Thank you all!
-Mark
-Mark
#2
Posted 01 April 2014 - 06:11 PM
Hornung, on 01 April 2014 - 05:50 PM, said:
Hi All. I need a little help. I would like to measure developer productivity by using the size of the patch and the rate of implementation in a cumulative graph. Can you help me by supplying patch download sizes per date? I am doing this with other games as well (e.g., blizzard) to measure how much staff get done in a certain time frame. Thank you all!
-Mark
-Mark
Terrible measure.
For instance you could have a small bug with literally a few lines of code that takes hundreds of man hours to fix.
Or you could have an upgrade to cryengine that in hundreds of megs that take relatively few hours of time.
#3
Posted 01 April 2014 - 06:26 PM
And lines of code has a ridiculously small impact on patch size anyways, the binaries are tiny. The bulk of large patches are art assets.
#4
Posted 02 April 2014 - 02:13 AM
Hornung, on 01 April 2014 - 05:50 PM, said:
Hi All. I need a little help. I would like to measure developer productivity by using the size of the patch and the rate of implementation in a cumulative graph. Can you help me by supplying patch download sizes per date? I am doing this with other games as well (e.g., blizzard) to measure how much staff get done in a certain time frame. Thank you all!
-Mark
-Mark
i hope you don't work as controller or with anything that has to do with statistics...
there is no realiable source with which you could measure dev productivity...
edit: even though, it would be interesting to know
Edited by Iacov, 02 April 2014 - 02:14 AM.
#5
Posted 02 April 2014 - 06:49 AM
I measure their development by one question my friends who tried the game a couple years ago ask me.
"Did they fix all the crap, and put the good stuff in yet?"
Um, well there's still a MM problem, and most ac's fire better, but anything slow dosen't register often. New mechs and equipment to buy, which is good cause cw isn't in yet so it's kinda the only goal still. No knockdowns, but no RnR either.
"Well, i think i'll still wait till it comes out of beta"
But.... it's.... oh nevermind.
"Did they fix all the crap, and put the good stuff in yet?"
Um, well there's still a MM problem, and most ac's fire better, but anything slow dosen't register often. New mechs and equipment to buy, which is good cause cw isn't in yet so it's kinda the only goal still. No knockdowns, but no RnR either.
"Well, i think i'll still wait till it comes out of beta"
But.... it's.... oh nevermind.
Edited by Bobzilla, 02 April 2014 - 06:50 AM.
#6
Posted 02 April 2014 - 01:05 PM
Nope, poptarts not nerfed to death yet, so it's still not anywheres near ready.
#7
Posted 02 April 2014 - 01:14 PM
Plus how will you factor in patches that result in negative progress?
#8
Posted 02 April 2014 - 01:47 PM
Patches are a bad example of progress.
We've had over 100 patches since Closed Beta and not much has really changed.
We've had over 100 patches since Closed Beta and not much has really changed.
#9
Posted 02 April 2014 - 06:12 PM
Horrible metric.
A good FPS game engine itself still usually fits very comfortably inside the CPU cache, which measures at most a few MB (and the engine usually only uses well under 1 MB)
The technology advances tehmselves have not caused a significant increase in size /lines of code.
But high resolution True Color textures, models with tens or hundreds of thousands of polygons, CD quality audio.. THAT takes up a boatload of space. If this game had sound and graphics like Donkey Kong or Shinobi, it probably would run smoothly on a C64 /Atari 800 and most definitely on an Amiga /Atari ST
So essentially, by your metric, a company that simply swaps out or even just renames textures on a regular basis, or adds a a generic purchased soundtrack would rate as more productive than a company implementing actual content and "unique" features on a less regular basis.
A good FPS game engine itself still usually fits very comfortably inside the CPU cache, which measures at most a few MB (and the engine usually only uses well under 1 MB)
The technology advances tehmselves have not caused a significant increase in size /lines of code.
But high resolution True Color textures, models with tens or hundreds of thousands of polygons, CD quality audio.. THAT takes up a boatload of space. If this game had sound and graphics like Donkey Kong or Shinobi, it probably would run smoothly on a C64 /Atari 800 and most definitely on an Amiga /Atari ST
So essentially, by your metric, a company that simply swaps out or even just renames textures on a regular basis, or adds a a generic purchased soundtrack would rate as more productive than a company implementing actual content and "unique" features on a less regular basis.
Edited by Zerberus, 02 April 2014 - 06:12 PM.
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