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GTA Clone

Started by June 20, 2010 05:52 PM
6 comments, last by Tom Sloper 14 years, 7 months ago
Logistically, how big a team would you need to pull off something like a clone of one of the old style 2D GTA games? Let's say GTA2 for the sake of argument.

Who would you need? What tallent? What skills?

I don't mean that question to be answered from a "We have a GTA2 size budget" perspective, but from that of a would-be indie dev team - the likes of which populate these boards.
They had 8 programmers, 3 designers, 4 artists, 7 sound-effects/musicians, plus many others.

These days, with all the tech available, you could probably do it with a motivated team of 3 talented cross-discipline people. Hell even 1 motivated and multi-talented person given enough time ;)
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Original post by Hodgman
Hell even 1 motivated and multi-talented person given enough time ;)
There was a guy a few years ago who remade GTA3 as a GTA2 NES ROM. You can do it if you grab Unity or XNA and dedicate yourself to it.

I did enough work on my own various projects a few years ago to have been able to complete a game like that (had I pooled all the work into one project). I used to pump out entire cities as mods for other games, and they were much more detailed than what you'd need for a GTA2 clone.

If you make some decent templates, you can populate a city very quickly, and then keep refining it.
Sounds like fun.

I'm an artist, so I'd be up for all the visual elements of the sprite work, graphic design, menu design, 3D map-tile texture stuff.

I guess the remaining positions would be filled by people wanting to do the leg work as far as programming goes.

The original idea was to create a survival horror game scenario in a GTA2 format. You maybe spawn, have a timer that counts how long you last for in a city map - faced with a limitlessly spawning horde.

Think 'Cottage of Doom' meets 'GTA2'.

One or two differing elements to GTA, but ultimately similar gameplay.

Once you had a working prototype, you could even consider a two-six person multiplayer.

Is this feasible?
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Original post by Turd Burger
Is this feasible?


Definitely - I suggest perhaps mocking-up a couple of scenes and making a post to attract a programmer or two to the project.

A bare-bones implementation of an engine capable of producing this sort of world is not too complex. I should think a basic prototype could be produced rather quickly, with most of the work then being in adding content and making the world more dynamic.
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Original post by Turd Burger
Is this feasible?

Sure. What about it do you think might be infeasible?

-- Tom Sloper -- sloperama.com

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Quote:
Original post by WavyVirus
Quote:
Original post by Turd Burger
Is this feasible?


Definitely - I suggest perhaps mocking-up a couple of scenes and making a post to attract a programmer or two to the project.

A bare-bones implementation of an engine capable of producing this sort of world is not too complex. I should think a basic prototype could be produced rather quickly, with most of the work then being in adding content and making the world more dynamic.


My ears prick up, and I get all excited when I hear the term "mock-up" used.

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Original post by Tom Sloper
Quote:
Original post by Turd Burger
Is this feasible?

Sure. What about it do you think might be infeasible?


Nothing specific, but since my understanding of game design pretty much stops after the visual art side of things - I have very little idea of what can be realistically accomplished by an indie team in terms of programming, and how long whichever tasks might take to finish. That kind of thing.
Quote:
Original post by Turd Burger
Quote:
Original post by Tom Sloper
Quote:
Original post by Turd Burger
Is this feasible?

Sure. What about it do you think might be infeasible?

Nothing specific, but since my understanding of game design pretty much stops after the visual art side of things - I have very little idea of what can be realistically accomplished by an indie team in terms of programming, and how long whichever tasks might take to finish. That kind of thing.

OK. Anything is feasible, in general. What is feasible for a particular team varies depending on the capabilities and realistic expectations of the team members.
And you should use the term "game design" to mean only "the act of defining a game in detail." Game Design is not "programming," and it isn't "graphic design." It's mostly ideation and writing. http://www.sloperama.com/advice/lesson28.htm

-- Tom Sloper -- sloperama.com

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