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	<title>Comments on: Space Exploration: Serpens Sector</title>
	<atom:link href="http://starcontroller.com/?feed=rss2&#038;p=653" rel="self" type="application/rss+xml" />
	<link>http://starcontroller.com/?p=653</link>
	<description>To this day, I still dream of that Star Control sequel.</description>
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		<title>By: Lukipela</title>
		<link>http://starcontroller.com/?p=653&#038;cpage=1#comment-238</link>
		<dc:creator>Lukipela</dc:creator>
		<pubDate>Mon, 19 Jan 2009 09:48:09 +0000</pubDate>
		<guid isPermaLink="false">http://starcontroller.com/?p=653#comment-238</guid>
		<description>Well, if you want to get technical about it there all these games are of the &quot;procedural generation&quot; type. It just means that the game itself generates stuff based on some sort of varying seed. In these games, the seed that sets off the procedural generation is varied between games, producing a new map every time.

UQM/SC2 also uses procedural generation to generate the starmap. But because they use the same seed every time, you always end up with the same starmpa (but it&#039;s created by the game, not the designers). Then they hardcode a few of the systems (Homeworlds and such) over certain generated systems.</description>
		<content:encoded><![CDATA[<p>Well, if you want to get technical about it there all these games are of the &#8220;procedural generation&#8221; type. It just means that the game itself generates stuff based on some sort of varying seed. In these games, the seed that sets off the procedural generation is varied between games, producing a new map every time.</p>
<p>UQM/SC2 also uses procedural generation to generate the starmap. But because they use the same seed every time, you always end up with the same starmpa (but it&#8217;s created by the game, not the designers). Then they hardcode a few of the systems (Homeworlds and such) over certain generated systems.</p>
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		<title>By: Anthony Suarez</title>
		<link>http://starcontroller.com/?p=653&#038;cpage=1#comment-237</link>
		<dc:creator>Anthony Suarez</dc:creator>
		<pubDate>Mon, 19 Jan 2009 06:56:47 +0000</pubDate>
		<guid isPermaLink="false">http://starcontroller.com/?p=653#comment-237</guid>
		<description>I remember playing the demo for SAIS a long time ago.  It was fun.  I think random generation is becoming a more important factor in gameplay today.  Games such as Facade, The Witcher and Left 4 Dead have implemented randomizing things to keep replay value very high.  However, the developers of L4D (Valve) describe it as &quot;procedural generation&quot; because it reacts to the player&#039;s skill level and adjusts the difficulty accordingly.</description>
		<content:encoded><![CDATA[<p>I remember playing the demo for SAIS a long time ago.  It was fun.  I think random generation is becoming a more important factor in gameplay today.  Games such as Facade, The Witcher and Left 4 Dead have implemented randomizing things to keep replay value very high.  However, the developers of L4D (Valve) describe it as &#8220;procedural generation&#8221; because it reacts to the player&#8217;s skill level and adjusts the difficulty accordingly.</p>
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		<title>By: Lukipela</title>
		<link>http://starcontroller.com/?p=653&#038;cpage=1#comment-234</link>
		<dc:creator>Lukipela</dc:creator>
		<pubDate>Mon, 19 Jan 2009 05:38:33 +0000</pubDate>
		<guid isPermaLink="false">http://starcontroller.com/?p=653#comment-234</guid>
		<description>The game is very similar to both &quot;Strange Adventures in Infinite Space&quot; and it&#039;s sequel, &quot;Weird Worlds: Return to Infinite space&quot;. Both those games have much better audio, and fairly good graphics.  On the other hand, they aren&#039;t free. They both have some fairly good playable demos though, well worth checking out.

SAIS
http://www.digital-eel.com/sais/

WW
http://www.shrapnelgames.com/Digital_Eel/WW/WW_page.html</description>
		<content:encoded><![CDATA[<p>The game is very similar to both &#8220;Strange Adventures in Infinite Space&#8221; and it&#8217;s sequel, &#8220;Weird Worlds: Return to Infinite space&#8221;. Both those games have much better audio, and fairly good graphics.  On the other hand, they aren&#8217;t free. They both have some fairly good playable demos though, well worth checking out.</p>
<p>SAIS<br />
<a href="http://www.digital-eel.com/sais/" rel="nofollow">http://www.digital-eel.com/sais/</a></p>
<p>WW<br />
<a href="http://www.shrapnelgames.com/Digital_Eel/WW/WW_page.html" rel="nofollow">http://www.shrapnelgames.com/Digital_Eel/WW/WW_page.html</a></p>
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		<title>By: Anthony Suarez</title>
		<link>http://starcontroller.com/?p=653&#038;cpage=1#comment-232</link>
		<dc:creator>Anthony Suarez</dc:creator>
		<pubDate>Sun, 18 Jan 2009 20:17:10 +0000</pubDate>
		<guid isPermaLink="false">http://starcontroller.com/?p=653#comment-232</guid>
		<description>Speaking of Master of Orion, he also made a game that is directly based on Master of Orion II.  It&#039;s also closed source and hasn&#039;t been updated in a while.</description>
		<content:encoded><![CDATA[<p>Speaking of Master of Orion, he also made a game that is directly based on Master of Orion II.  It&#8217;s also closed source and hasn&#8217;t been updated in a while.</p>
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		<title>By: cheepguava</title>
		<link>http://starcontroller.com/?p=653&#038;cpage=1#comment-231</link>
		<dc:creator>cheepguava</dc:creator>
		<pubDate>Sun, 18 Jan 2009 19:15:00 +0000</pubDate>
		<guid isPermaLink="false">http://starcontroller.com/?p=653#comment-231</guid>
		<description>I tried it out. My beefs are a) it&#039;s written in Java, and b) it&#039;s closed-source. But, of course, neither of those are problems with the actual game.

The game&#039;s starmap and combat system (and everything, really) also reminds me of an older game called Masters of Orion II. I never played MoO I, but this game, in almost every respect, looks like MoOII. It&#039;s rather uncanny.

The game is still in development, so while it still seems a little limited when you play it the second time and meet most of the same people you met the first time, I can forgive this. It just takes time to come up with good material for an RPG, to keep it playable.

One thing I would like to see is different game lengths - a longer game with more fuel and a longer time limit, but a bigger starmap. It&#039;s mostly a matter of finding enough material to flesh out the starmap, but I think it&#039;s pretty doable.

It&#039;s a good start. With more material, it could be great.</description>
		<content:encoded><![CDATA[<p>I tried it out. My beefs are a) it&#8217;s written in Java, and b) it&#8217;s closed-source. But, of course, neither of those are problems with the actual game.</p>
<p>The game&#8217;s starmap and combat system (and everything, really) also reminds me of an older game called Masters of Orion II. I never played MoO I, but this game, in almost every respect, looks like MoOII. It&#8217;s rather uncanny.</p>
<p>The game is still in development, so while it still seems a little limited when you play it the second time and meet most of the same people you met the first time, I can forgive this. It just takes time to come up with good material for an RPG, to keep it playable.</p>
<p>One thing I would like to see is different game lengths &#8211; a longer game with more fuel and a longer time limit, but a bigger starmap. It&#8217;s mostly a matter of finding enough material to flesh out the starmap, but I think it&#8217;s pretty doable.</p>
<p>It&#8217;s a good start. With more material, it could be great.</p>
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