Open Source Game Clones
osgameclones.com
osgameclones.com
I will submit a PR though as I since switched from Sourceforge to Github [1] and now use the MIT license.
In any case, great work! Only suggestion I could make is maybe make an "Engine" category for projects like OpenMW?
Testing Flutter myself, it's great but I'm not convinced about Dart so far, for instance (de)serializing JSON is a pain.
Problem is, I switched to Rust for my side projects like 5 years ago and Open Rodent's Revenge would probably benefit from something like CMake but it's so confusing compared to Rust's Cargo.
OpenTTD is successful because it's readily available, you don't need an original copy of Transport Tycoon.
Even eye bleed causing assets take some time to produce and a game may need a fair few for the result to be practically playable. When a project is small perhaps no one on the team (maybe a team of just one) has the time and/or they all hate the idea of the task and they have the original assets initially to hand anyway so the time and effort is likely better spent elsewhere. OpenTTD didn't always have its own asset sets available.
There may be a fear of greater copyright issues. The clean-room defense for clone code isn't going to work as well for graphics and sounds, because they have seen the originals and there are not many ways you can draw an inter-city-125-a-like (to use a TTD example) if you desire to maintain the same overall feel for the clone as the original.
And bad imitation art may put off more potential players than having to extract the original assets does.
To be clear, I’m not suggesting they actually attempt to mimic the assets of the game you’re cloning. Rather, symbolize them.
If you’ve ever seen the game Baba is You, the text-tiles in that game are perfect examples of “symbolic assets” you can create to stand in for the real assets of a missing asset pack. Creating such a symbolic asset pack should be the work of five minutes.
The result will not-at-all resemble the real game; but it will also obviously be “not the way the game is intended to look”, so players won’t think that the game is just “a game with art made by programmers” like SuperTux/TuxKart/etc. It’s clearly “the game in a state where it’s missing something.” But it’s still playable in that state!
And, intriguingly, creating a fallback asset pack like this, and showing it to people by default (if just for a minute), will also get into people’s heads the idea that these assets are skinnable. So this will implicitly encourage creatives to look at how asset packs for the game are made (with your symbolic pack as an example), and maybe make one—or dozens!—of “real” packs.
This way, devs can run the engine with base assets and I can even add some e2e tests to make refactoring easier.
Trademark: if the game is trademarked, you can't re-use the name. Anything with a trademark needs to be replaced with a new name/logo that is sufficiently different as to not induce confusion in the consumer.
Copyright: all the source code is rewritten so there is no copyright there. The game assets like textures and levels are under copyright and needs to be re-created from scratch as well. Or require the player to own the original game and provide an import method. A lot of Doom engines for example would require you to provide the WAD files.
Patents: this might be more tricky to work around. Patents protect algorithms and methods of production which might be integral to the game. I am not aware of games who are protected by patents.
These are the 3 legal pillars of legal protection
...there is no copyright infringement. You own copyright on the things you create (or your employer does when hired by them to do such work.) You infringe others' copyright by using their work in a way that they didn't approve (or goes against how the law says you can use their work.)
By creating your own implementation of $THING, you now hold copyright in your implementation. This does not alleviate the patent and trademark concerns.
Given how much money is in the games industry as a whole it is kind of weird actually that we haven’t seen any publicly known patent trolling targeting game development studios yet.
Perhaps they haven’t been targeted. Perhaps they’ve paid up in silence. Or perhaps it has happened and the public knows — it’s just that I haven’t heard of it.
Hence why when PlayerUnknown's Battlegrounds tried to sue Epic, they did it in South Korea.
Also, FWIW, I found this online: https://www.gamasutra.com/view/news/273935/Texas_court_affir...
(admittedly, that ruling makes sense, game mechanics would need to be patented, not something you copyright)
https://www.x-plane.com/x-world/lawsuit/
https://www.clickerheroes2.com/patent_libel.php
https://www.gamedev.net/forums/topic/645267-patent-trolls-at...
https://en.wikipedia.org/wiki/Software_patent
You might be able to in some places but in Europe they will laugh at you if you try and get your software patented.
This has been the situation for a long time, so things like the Amazon 1 click patent are freak occurrences rather than the norm.
Not so fast. It's very likely that a court would find that they are derivative works, and are therefore protected.
Short version, can they sue you? Yes, just like anyone in the US can sue anyone else for whatever reasons valid or not. In Hasbro v Scrabulous, Hasbro dropped the suit given that they were losing and Scrabulous had run out of money. Had they continued the suit they would have had a judgement on the record regarding the legality of cloning the game experience and possibly been ordered to pay legal costs had they actually lost. As it happened they didn't need to win because they just buried their competitor with legal fees.
[1]: https://www.quora.com/Did-Scrabble-sue-Words-with-Friends-Wh...
that's pretty fucked. I wonder if there's any lending mechanism which would front the legal fees, and then recoupe it back from the judgement (if won).
It seems that the method of burying a competitor with a suite that lacks real merit would only work if the fees become unpayable. So closing this loophole would fix the problem!
Maybe then this sort of behaviour would stop, as large companies would realise any attempt at legal action on spurious/questionable grounds would result in a battle with billion dollar opposition, and their intended target not paying them a penny regardless.
If your lawyer thinks you have a strong case, they will work for you for free, in exchange for a share of the bounty.
Unfortunately, you can't always tell if you have a strong case.
Unfortunately if you are being sued winning just means you don't own anyone money. It is a separate thing to collect lawyers fees from the other party.
I truly wish there was some sort of legal money parity rule, so the burden of paying for the case in terms of lawyers and court costs was shared by both sides in proportion to their available assets.
edit: The "legal aspects" section of this wikipedia article mention a case in 2012 that may have changed that https://en.wikipedia.org/wiki/Video_game_clone
This is why projects like Freedoom or Hedgewars recreate all game assets to make them look quite different. Just making minor changes that make it obvious that the original artwork was used as a guideline is not enough of a defense against an accusation of infringement.
What is a defense, however, is when copyright infringement is not willful. If you and I happen to make the same artwork but we can prove that neither of us looked at each other's work and the similarity is just a coincidence, then it's unlikely that we can claim copyright infringement.
Note again that if you clone Tetris, YOU WILL BE SUED and you will probably lose. Tetris is the most vigorously defended game IP in the world, by a company that, like Oracle, is mostly legal department, and judges have ruled that the shapes of the tetrominoes, the manner in which they spin and fall, and the dimensions of the game board are all copyrightable game elements.
https://www.debian.org/security/2002/dsa-205
And of course I only started poking around because it was a game I played very very often in the office at the time.
Looks like their current strategy is to collect a few heads (e.g., Xio) and post them on pikes outside the village gates pour décourager les autres. They may not be able to nail everybody, but you run substantial risk of being targeted.
I don't know how they acquire theses licenses, but if they did, maybe you can too and if you can't, maybe they already have it made, or needs a developer to implement it (which can be you!).
Trusted users submit links. Other trusted users can vote up/down. Push them towards bottom, color code, etc. if ratio is not great. Have a few people review and finalize?
Blizzard’s world editing tools helped players innovate new genres like the MOBA but its restrictive IP terms killed innovation dead in its tracks.
All Blizzard does now is make reskin of old game(but excellent games) and release classic version of MMO’s.
What happened to the company?
In 2008, Activision bought Vivendi and took Blizzard along with them. For a while now we've just been seeing the long-term effects of those shorter-term profitability policies. It's sad, but it kind of happened a long time ago.
https://arstechnica.com/gaming/2019/06/report-blizzard-began...
That would have been cool.
ArenaNet/NCSoft's Guild Wars 2 consists of former Blizzard employees. Then there's Max Schaefer's Runic Games with Torchlight (2). They went poof a while ago though.
Blizzard/Activision are still very profitable (record this year), yet what they come up with is Diablo mobile (reskin by a Chinese company, of the infamous quote "don't you guys have phones?"), and fired a lot of employees.
They send a C&D to the platform which hosted bnetd an open source battle.net clone (IIRC Sourceforge).
All of their games run well in Wine. Heck, I played WC3 in 2005 in Wine.
Non OSS, there's Dota 2 map editor (which spawned the amazing Auto Chess which Valve is working on an official version now http://blog.dota2.com/2019/05/dota-auto-chess/), W3 is coming out remastered now and old W3 still exist.
I'll actually try to prototype something like that. Interesting idea.
the company was co-opted some time after d2 LoD and everything has been downhill since then.
If you're a fan of the original games, I can't think of any reason to not play them using OpenRCT2.
And not to forget, endless sky is a great escape velocity alike.
- 3GHz quad-core processor
- GPU: 1GB or more VRAM
- GPU (NVIDIA): GeForce GTX 680
Really, guys? You took a game that had a reputation of "Runs on your grandma's rig!" and turned it into that monstrosity, while somehow still keeping the same low-res polygon models? For what? Photorealistic water effects and lens flare?
If you still need to play using the original launcher, you can do that here https://www.buildandshoot.com/download/.
Additionally, if you don't love the models, feel free to switch them out. There are plenty of pak files available for download across the web, the first to appear in my search result list was https://gamebanana.com/skins/137550.
Who wouldn't "Recommend" something decent? The minimum is HD Graphics 3000 still.
GTX 680 is kind of a "grandma's rig" card at this point. It's from 2012.
Its a fun game (I personally find the "tower of babel" game modes the most enjoyable), although it is a bit of a wild-west these days without much moderation/administration and a lot of trolling/racism.
I'd recommend it, just ignore the chat.
And the GitHub:
https://github.com/reed-jones/minesweeper_js
Doesn't work well on Mobile unfortunately, but it's pretty good for killing time in desktop (if I do say so myself)
https://youtu.be/c-WrhrA6ny0?t=228
Some amusing messages if you run `strings` on the binary:
Search term: Playable Language: TypeScript
Returns more than just %Playable% TypeScript games.
EDIT: ah sorry, it's there. But really nice Age of Empires / Empire Earth mix up / clone. :)
Nevertheless, it is a nice list of open source games with quite a few old friends :-)
Edit: Clone Hero looks more recent/active. However I'm not sure it's open source. https://clonehero.net