Dyson

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Dyson

Developer: haowan Borsato
Released: 2008
Perspective: {$perspective}
Platforms: Microsoft Windows
Download: http://www.deadrock-game.com/files/Dyson.rar

Description

Dyson was developed as a part of the inaugural TIG Source Procedural Content Generation Competition.

Use of Procedural Content Generation Methods

From the thread on TIG Source:

All of the visuals except for the font and the palettes (and the location of UI elements etc of course) are generated procedurally. The game generates a number of textures at startup, mostly based on trigonometry and inverse-square laws. The asteroids are then distributed randomly around the system, sorted so they aren't too close together, and then the players are scattered around. The trees are L-Systems, that I modified to grow in real-time. The elemental make-up of an asteroid is determined randomly, but affects the appearance of the seedlings generated on each asteroid. Leaner ships with prominent wings haf a high speed rating, while the seedlings with larger noses have a higher strength rating. Energy affects overall seedling size. The root systems grow over time to become fairly interesting networks.

External Links

Dyson thread on the Independent Gaming Source forums.
Freeware Game Pick - Dyson.

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