Open Source Game Clones
osgameclones.com
osgameclones.com
I think ioquake3 is an example of where open source game devs are at their best. Providing modern engines (ideally from the original source, but not necessarily) to old games so that people can continue to reasonably play them. OpenTTD would be another example.
As for OpenArena, this is more 'inspired by', since in my opinion 'clone' follows original game a bit closer. I agree that the difference can be subtle, but that's how I've chosen to treat those words. :)
Edit: Hm, I'm sorry, original Glest is from 2004. Maybe I should include this in the end...
A reverse-engineered game might be better termed a "dopple-gamer", since if didn't start from identical source.
I know it wasn't necessarily a "first" in these categories, but it was my first experience with a game that: (1) Was primarily quest driven with the player having a great deal of choice on which quest to take when (it wasn't spelled out the way it's done in modern implementations). (2) Had excellent dialog (it was legitimately funny at times and poked fun at itself). (2) Had a universe that felt impossible to succeed in exploring all of it. (3) Had a great balance of strategy, exploration and arcade elements. At no point did it seem like any one of the three components were after thoughts.
This happened because a lot of computer scientists / engineers donated their time willingly for these projects. My original statement was meant to point out there is a lack of designers in the open source community.
Part of the problem - in this case at least - lies in the original game's mechanics, particularly its walker mechanic. If you look up any videos or guides on how to play Caesar 3 well (or rather; best), you'll notice that most of these guides try to abuse the walker mechanic - which in itself doesn't make much sense - to the limit, creating cities that effectively doesn't really look like cities, because they avoid connecting them, inserts gatehouses everywhere, etc.
Sure, this is gamey, you say, but it actually proves a fundamental flaw in the city-building games because of the walker mechanic. If you are to make a clone of Caesar 3, it would be sad to copy this mechanic, but then some would argue that it is no longer Caesar 3, because you'd have to replace it with something else. Something radically different.
Which ends my argument with basic idea; don't clone Caesar 3, make something better.
And when I did, I felt dishearten, realising the problem that to play this game best, I'd have to do what I did not want to do; create non-realistic cities. So I have not played Caesar 3 since then.
However, new AI for walkers in openCaesar3 sounds good. Now I am intrigued.
That said, I still play Pharaoh and the walker mechanic is part of the game, it's part of what makes it an interesting game.
Note that its parent section specifically mentions that Children of the Nile does not use the same mechanics as the other City Building games.
Please add Minetest, open source clone of Minecraft.
Alexander Solovyov replied.
>Hi,
I'm a bit reluctant about adding it since idea of most clones is that you can't play original anymore. And this is untrue for original Minecraft, it's still easy to play it.
Homeworld's official Battle.net-equivalent (WON?) survived less than two years after the game's launch, but I think you can still play Starcraft on Battle.net. Fortunately both of these games are from an era when devs shipped games with LAN support, so you can play normally over hamachi or garena even after Battle.net and WON disappear. Touhou 6 is a single-player game, so there's not much use worrying about servers.
SuperTux – http://supertux.lethargik.org/ – a Super Mario Bros. clone. It actually has a lot of original level ideas.
SuperTuxKart – http://supertuxkart.sourceforge.net/ – a Mario Kart clone, though with more simplistic kart physics.
Eventually I've decided to leave it for now. My research is summarized in the following post: http://kshahar.blogspot.com/2013/05/an-open-source-clone-for...
I hope this could help someone to have an easy start.
Yes, I understand that designing a game from scratch is a lot more work, but I would much rather lower number of original games than a larger number of worse versions of existing games. I also suspect this would have a larger positive impact on open source software as a whole.
Where's the creativity?!
http://privateer.sourceforge.net/
(I helped)
http://shinnok.com/rants/2011/07/18/cool-open-source-games-y...
Xash3D is an open-source recreation of the GoldSrc engine used in Half-life 1 and friends (Counter-Strike, Team Fortress Classic, etc).
The "Mario World" clone hasn't been touched in a year, but is listed as having active development.
Edit: Sorry.. was 1 year. The only more recent commit was a translation update 6 months ago
It still makes very little sense for a game, as C/C++ have a broader spectrum (in both tooling and target audience).
Most of these game clones predate OSX/iOS (which popularized Obj-C) by a large margin.