OpenTTD 13.0 Released
openttd.org
openttd.org
imo that’s the “problem” with most of the open source game clones. They are just the barebones engine where you need the original files. Which of course doesn’t sound like a big ask especially if it’s an older game but still additional extra steps that makes the users job harder. And also makes the official distribution of the game impossible. See how OpenTTD is available in one package on Steam [0]
Isn't that an apples-to-oranges comparison?
Both games have graphics; you could substitute user graphics with the same semiotics, for the same objects into Morrowind, while retaining the same game feel, just like they did in OpenTTD.
Morrowind does additionally have scripted scenario dialogue and descriptive text. But you're picturing the wrong thing if you're picturing a need to substitute entirely custom scenarios. Instead, picture "paraphrasing to avoid copyright." Plagiarism isn't illegal; only literally republishing the text of another copyrighted work is. A hypothetical open-source Morrowind project could convey the same scenario with merely different prose — the same as they could convery the same object assets with merely different artistic direction.
And not only this, there are various graphical user mods to do just that, which someone bundles up into a modpack every few years
The problem is more that many of the open source game engines aren't complete: features are missing, bugs not present in the original, etc.
These sort of projects tend to be pretty large and also fairly binary: either it's complete, useful, and playable, or it's not (yet) complete and it's unplayable and useless. There's a bit of grey area, but a lot less than many other projects. You can get away with "small implementation of X which slowly accrues features over time" with many projects, but a lot less so with reimplementation of games.
If any, it's good to have working WIP projects and reimplementations for games such as Resident Evil so they don't require emulation any more and thus they could run fast as hell on an Atom netbook.
I never said that's not the case.
Everything is "binary" if you choose an arbitrary cutoff point.
Your example of ScummVM is a bad one: in ScummVM there are games that show nothing but a title screen, games where about half of the game works, games that are completeable but are lacking some aspect (e.g. music/sound effects/animations), games that are perfectly playable and completeable, and even games that have improvements upon the original games. The whole spectrum is present in ScummVM's engines at almost any point in time, as there are new engines constantly being added and others perfected. A game that's completeable but lacks music, for example, is certainly not "useless".
The fact that many of these engines are not (yet) complete is certainly not exclusive to game reimplementations. There's hardly any open-source project or game that declares itself "complete"
It can be, because unless the game comes with all its own assets, it can't be a friction-free install for the end-users.
You can't expect to get the success of OpenTTD if you're unable to put the game on steam, and you cannot put it on steam if it won't run without the original game (which won't be on steam).
There other question of successfully cloning a game is "Will we ever be able to replace the requirement of needing the original game's files?"
With 2D games the answer is almost always "Yes, we can sooner or later have replacement 2D assets".
With 3D games you can forget about it; the effort and skill level is too high for volunteers to make it happen.
This is really not true for most 2D games. For something like OpenTDD where the art is mostly functional and replacting it will still give you about the same experience as TDD, sure. For something like a Point & Click adventure? Nah, the art and scripting is the game, you might as well create a completely new game at that point. The distinction really has nothing to do with 2D vs. 3D.
A good game engine with good tools can save users who want to write that type of game a lot of effort. You shouldn't have to write collision detection algorithms to give the user a sword/gun/magic spell.
Looks like some of the original Monkey Island games were taken off the site and replaced with remakes, much to fans' dismay. I suppose there are other ways of tracking down the originals.
Har, har!
> some of the original Monkey Island games were taken off the site and replaced with remakes
MI and MI2, replaced with a 'Special Edition' which does include 'classic mode'.
Industry is not ready for leasing the assets to the end-users. Yet, I hope.
I think the reason for this is something you haven't considered: OpenTTD is extremely repayable, long-term fans of this game put thousands of hours into it. An old Point & Click adventure? Long-term fans might replay the game a few times every few years, but I don't think those sort of games will ever inspire the amount of invested effort that OpenTTD can.
Or consider Morrowind, closer to a Point & Click in concept (the art and scripting is a big part of the draw), but known to be a huge time sink that people can easily put thousands of hours into. And again, you see a very high level of investment from the community. Lots of total graphics replacement mods, mods that add huge new levels dwarfing the original game, etc.
Not necessarily true. I can churn out game-ready 3D assets pretty quickly and I can't draw anything 2D at all. There's a lot of tools for 3D modelling and texturing that can provide some sort of automation to a degree (e.g. Houdini or even Blender's geometry nodes for procedural stuff [landscapes, mechanical stuff], Substance Designer for procedural materials, Mixamo for premade animations for virtually any scenario that you can simply attach to your models etc.). AFAIK there's nothing like that for 2D.
2D, while maybe fun to draw on a piece of paper, requires a lot of painful manual labor when working with games, e.g. you need to draw all animation frames separately instead of simply keyframing some skeleton as in 3D. Just imagine the process of changing a simple thing like a piece of clothing on a character.
These sort of projects tend to be pretty large and also fairly binary: either it's complete, useful, and playable, or it's not (yet) complete and it's unplayable and useless. There's a bit of grey area, but a lot less than many other projects.
Kinda hard disagree there, I guess. I’m following both Dethrace which is source port of Carmageddon, and OpenGothic2 which is source port of Gothic 2. And both of those projects were massive fun to play before even reaching feature parity. You just need to get your project to the point where game can be completed and there is no crash every 5 minutes.Getting to this stage is often the biggest hurdle for these projects, not the lack of free resources.
But then the question is: Why not use the original game with ScummVM, DosBox or a VM (with whatever OS necessary)?
Clones would be Bombermaan, Secret Maryo Chronicles, Freeciv, Pangzero...
(IIIRC minus the music and cutscenes, which you can import from the original games)
> The OpenRA game engine is free software released under the GPL3 license. The OpenRA mods require files from the original games, which are used under the license granted by the C&C Franchise Modding Guidelines. These files are not covered by the OpenRA license, and you will be prompted to download or copy them the first time you run a mod.
> EA has not endorsed and does not support this product.
[0]: https://www.openra.net/download/
[1]: https://www.ea.com/games/command-and-conquer/command-and-con...
1) Play OpenTTD as a transportation game.
2) Get obsessed with the signalling possibilities.
3) Use the logic train mod to build basic logic gates & memory.
4) Start to build a general-purpose computer within OpenTTD.
5) Consider deeply how to design a minimal instruction set for such a train-based computer.
6) Begin development on an assembler, linker, and compiler for a custom instruction set
(definitely not self-hosted, but wouldn't that be fun???)
7) Get sidetracked because the project has grown too large.
8) Pick up OpenTTD and play it as a transportation game.I always thought that when people were designing actual CPUs in games like openttd or factorio, they actually used tools to generate save games rather than do everything by hand? Is that not true?
Choo-choo!
But then I got Internet access, and some time later discovered OpenTTD. I started with point-to-point rail connections and escalated from there, into complex block-based any-to-any rail networks with train grouping and feeder systems via road and waterway. Then I discovered the FIRS mod and the networks got so complex I had to start inserting comments via the in-game signpost functionality to keep myself from trying to apply disproven "fixes" to certain hotspots.
And it even compiles and runs on my OpenPOWER ppc64le system!
Can't wait to start a new map, I haven't found enough time for the game the last couple of years...
I think the controls haven't aged very well. Compared to modern games laying tracks is so damn complicated. I get that you can build complex layouts without the "helping game" get in your way but I just couldn't get into it anymore.
OpenTTD Game Mechanics - https://news.ycombinator.com/item?id=32698851 - Sept 2022 (14 comments)
OpenTTD 12.0-RC1 - https://news.ycombinator.com/item?id=28654753 - Sept 2021 (62 comments)
OpenTTD 1.11 - https://news.ycombinator.com/item?id=26660154 - April 2021 (58 comments)
OpenTTD 1.10 - https://news.ycombinator.com/item?id=22772536 - April 2020 (114 comments)
OpenTTD Compiled to WebAssembly - https://news.ycombinator.com/item?id=19538715 - March 2019 (88 comments)
OpenTTD 1.8.0-RC1 - https://news.ycombinator.com/item?id=16725375 - March 2018 (28 comments)
How are you to run over your competitors if they don't stop in the middle of the crossing?
Gamechanger! I love this game, this and factorio are like crack to me.
I love this game and I'm amazed at the amount of time and love spent on improving this gem.
I hope that OpenRCT2 (and OpenLoco) are near to this point.
I love the game and have put hundreds of hours in over the years but I just wish there was an option to make depots realistically sized.
Cities and towns are out of scale in the game, anyway, compared to the rail systems.
It just feels like depots should be more like stations (build them in tiles, a depot long enough to contain a train services it quicker, trains can pass through or turn around) - I think it'd add loads to the game. Being able to build big roro depots near main lines or have smaller terminus ones with a few bays for lower traffic routes.
Edit: here's a 2007 thread on the forums covering the idea https://www.tt-forums.net/viewtopic.php?t=30346
http://4.bp.blogspot.com/-umeHUv1RoeQ/VKkmTK8Cx-I/AAAAAAAAGK...
Railroad tycoon 3 for example had sort of dynamic elements that influence gameplay like the historical drop in rail passenger traffic in 20th century, and important choice of diesel vs electric, and of letting other companies run trains on your tracks etc? Does OpenTTD presently offer similar challenges?
This was also the case for Chris Sawyer's later games too - Roller Coaster Tycoon 1 and 2 challenged you not just with having a cash positive park, but with meeting goals under a time limit or with other restrictions. It is something of a cursed problem in game design for sure - if you make the basic act of surviving too hard, you limit player expression and fun; if you make it too easy, you can just as well remove the money system entirely. I would say the proper balance is one where you can run out of cash, but aren't likely to if you just apply a modicum of business sense. Which is how both TTD and RCT play. SimCity is another example of that. The games are most fun when your own creative ideas have enough breathing room to grow.
Set scarce resources, high taxes, multiple competitors, realistic breakdowns... Yes, you still can make tons of money just running a coal train for 200-500 squares, but it would take you a long time to afford this.
Also, TT, in all it's incarnations, is more a sandbox type game than a challenge one. You set the rules, you play by those rules. Or break them fo giggles and profit. Or make bus only empire. Or terraform everything to NeoMegaVenice and run only ships. Or..
1. all cities need to be connected to each others (for this to be interesting you also need to turn on that passengers can have destinations farther away than just next town), and 2. industries that spawn too far away from a town must be destroyed (because industry spawns randomly across the map and then is coupled to a town)
I don't know if that would be enough for you, but definitely puts an extra strain on the economy, but in the end, I mostly enjoy trying to handle the pax stuff.
Yes, it's reasonably easy to generate huge ammounts of positive cashflow, but if you find that bad, you can just give your money to other players in multiplayer, raise and lower sea, or bribe a random town authority until enough money vanishes.
> the historical drop in rail passenger traffic in 20th century
This happens in the OpenTTD too if you start offering non-rail passenger transit.
> important choice of diesel vs electric
You can enable this in OpenTTD options, but it's mostly a very easy drag-select to simply update your entire rail grid to catenary powered ones.
The most important rail infrastructure decisions are between conventional/electrified rails, monorail and maglev, that requires actually replacing all your rails/stations/depots/trains infrastructure in one go.
> and of letting other companies run trains on your tracks etc?
Under normal settings, tracks are unfortunately too cheap to lay, you can just lay your own parallel set of competing tracks while leveling half of the land in the process.
Another possibility is multiplayer, with several players on the same game company.
Making cash was never the goal, it was a means to the end. The original goal is to score more points than the other players and make it to the top of the leaderboard in the year 2050. But there's so many add-ons anymore than almost nobody plays that way. It's either sandbox, build pretty looking virtual model railroads, or just make up your own rules. Many players now use multiplayer to either build massive and efficient networks (co-op style), or to build fantastic model worlds (cooperative play). The latter is often achieved using the JGR Patch Pack with the Infrastructure Sharing patch activated. You also have communities such as n-ice and CityMania where the community has a collective online scoreboard and run customized contests using game scripts and AIs.
https://www.tt-forums.net/viewtopic.php?f=65&t=39756
Basically, it's the paperclip maximizer of openttd AI: Every nasty trick in the book is allowed, e.g. selling busses with the people still inside.
I never dared playing against it, but was laughing aloud while reading its description.
I'm temporarily weary of big triple-A open world games, so TTD is just what I need right now.
Repeat, and watch the AI's company value crater. Buy them for $1
This is true but reading the manual really helps and makes the game much better. For instance, I think it's probably hard for a new player to intuitively guess that control-clicking when cloning a train will create shared orders. But shared orders are really good and new players would benefit from learning them as soon as possible.