Hacker News new | past | comments | ask | show | jobs | submit login

Are those really the figures he cited? Working only weekdays, and only eight hours per day, that comes out to five lines of production code per hour. Even with the overhead of testing and occasional widespread refactoring, that seems incredibly low.

In any case, Braid was just okay. The level where the flow of time depended on the direction that your character was traveling was great, but the rest of the game was forgettable. There was about as much gameplay/story integration as a Final Fantasy game, and the story itself was mostly overwrought. But considering that the game cost me one dollar to purchase, I'd say it was worth it. :)




> Are those really the figures he cited? Working only weekdays, and only eight hours per day, that comes out to five lines of production code per hour. Even with the overhead of testing and occasional widespread refactoring, that seems incredibly low.

Fred Brooks cited 10-12 lines of code per day, constant across languages and projects he surveyed. As far as I know, it's not been shown to have changed since then.




Guidelines | FAQ | Support | API | Security | Lists | Bookmarklet | Legal | Apply to YC | Contact

Search: