![]() ![]() Next to the main mission various side missions can be taken on or the city can be explored in full at the player's leisure. The game has a quirky style and hectic pace, and is filled to the brim references to popular culture, especially movies, celebrities and other games with many cameo appearances. The main story mode consists of a number of missions that involve heists, extortion, but for instance also helping out Doc Brown from the Back to the Future movies to help repair his time travel car. ![]() It draws many elements from the series it was inspired by, such as the ability to hijack any car, fight on foot with melee and ranged weapons, and shake off the law when too many crimes are committed. The game is set in eighties and the protagonist is a mullet-styled gangster who wreaks havoc in Theftropolis city. Originally started as a homebrew NES demake of Grand Theft Auto III, it was eventually developed into a full game. I thought the game would take me 1/4 of the time that it did - I ended up having to spend an entire man year of work on all of the combined non-development tasks, from business and paperwork to production, marketing and PR.Retro City Rampage is an open-world game inspired by the Grand Theft Auto series that combines driving with fighting and shooting in a retro 8-bit style. As someone who's been developing games for over 16 years, even after working in the industry on everything from small to AAA games, when I started my own company there was a ton that I underestimated. ![]() Unless you've done every single thing to release a game from start to finish, you will underestimate the work to be done. Programming tasks that another person at the studio handles. There are a lot of little things which add up which no one thinks about. Even if you've dabbled with some hobby development. Making games is FAR MORE WORK than most people realize. On top of that, I personally am more interested in crafting highly polished single player experiences than I am of creating yet another multiplayer co-op/deathmatch/capture-the-flag experience. I'm in no position to dive into such a massive commitment. I'm now going to physio 3x a week, spending an hour a day on exercises and stretching to recover, and doing other treatments. On top of that, I'm still physically recovering from chronic pain aggravated from years of computer work, which I pushed through and let get worse to finish RCR in the first place. Unless your game has a critical mass of active users playing online, the work is pretty much worthless. Look at how many people tried GTA IV's multiplayer then quit never to play it again, going back to COD or Halo. Look at how poor multiplayer was on GTA: Liberty City Stories on PSP. Multiplayer is possible for just about anything, but that doesn't mean it'll be great without a lot of work. Many people think multiplayer will make every game better like a magic button. This is indeed as much work as a smaller scale new game. It would take 9-12 months between tech/engine work, server work, gameplay code, mission design, mission implementation/tuning/iteration, UI/lobby, testing, localization, certification on each platform x each region, updated game rating certificates and costs for that for each region (ESRB, PEGI, USK, etc.), followed by post launch support. But no, adding multiplayer would not be quick or simple. Developer here to pipe in: Yes, adding multiplayer is not IMPOSSIBLE. ![]()
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