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Dwarf Fortress
''Dwarf Fortress'' (officially called ''Slaves to Armok: God of Blood Chapter II: Dwarf Fortress'') is a construction and management simulation and roguelike indie video game created by Bay 12 Games. Available as freeware and in development since 2002, its first alpha version was released in 2006 and received attention for being a two-member project surviving solely on donations. The primary game mode is set in a procedurally generated fantasy world in which the player indirectly controls a group of dwarves, and attempts to construct a successful and wealthy fortress. Critics praised its complex and emergent gameplay but had mixed reactions to its difficulty. The game influenced ''Minecraft'', ''Rimworld'', and others, and was selected among other games to be featured in the Museum of Modern Art to show the history of video gaming in 2012. The game has text-based graphics (using the CP437 character set) and is open-ended with no main objectives. Before playing, the player ha ...
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Rimworld
''RimWorld'' is a construction and management simulation video game developed and published by Montreal-based developer Ludeon Studios. Originally called ''Eclipse Colony'', it was initially released as a Kickstarter crowdfunding project in early access for Microsoft Windows, macOS, and Linux in November 2013, and was released on October 17, 2018. The game was released for PlayStation 4 and Xbox One as ''RimWorld Console Edition'' on July 29, 2022, with development and publishing being handled by Double Eleven. Rather than a test of skill or a challenge, the game is intended to serve as an AI-powered "story generator", where the game is used as the medium for players to experience narrative adventures. The game has received generally positive reviews from critics. Setting and scenarios The game takes place in the distant future, where humans are spread across the universe but cannot travel faster than the speed of light. Planets and star systems develop in isolation from each ...
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Kitfox Games
Kitfox Games is an indie game development studio based in Montreal, Canada. It was co-founded by Tanya X. Short, Jongwoo Kim, Xin Ran Liu, and Mike Ditchburn in June 2013. History According to Short, the founders never worked together before and knew each other as semi-acquaintances at local independent developer meetup in Montreal. After forming a studio, the team participated in a game jam in which they created and submitted their jam entry ''Sculptorgeist'' which became a winning finalist. Kitfox Games began development of their first game '' Shattered Planet'' as a procedural death labyrinth game. ''Shattered Planet'' was released on iOS and later Android, Microsoft Windows, and MacOS in 2014. As of 2019, the studio had eight employees. In March 2019, Kitfox Games partnered with Bay 12 Games to be its publisher for the Steam and itch.io version of ''Dwarf Fortress''. According to a frequently asked questions post, Kitfox Games would manage its relationship with Steam a ...
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Construction And Management Simulation
Construction and management simulation (CMS), sometimes also called management sim or building sim, is a subgenre of simulation game in which players build, expand or manage fictional communities or projects with limited resources. Strategy video games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding their project. Pure CMS games differ from strategy games, however, in that "the player's goal is not to defeat an enemy, but to build something within the context of an ongoing process." Games in this category are sometimes also called "management games". ''SimCity (1989 video game), SimCity'' (1989) represents an early example of success in the genre. Other games in the genre range from city-building games like ''Caesar (video game), Caesar'' (since 1992), ''The Settlers'' (since 1993), the ''Anno (series), Anno series'' (since 1998), mixed business/politics/building games like ''Tropico (video game), Tropico'' (since 2001), ...
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Tarn Adams
Tarn Adams (born April 17, 1978) is an American computer game programmer, best known for his work on ''Dwarf Fortress.'' He has been working on the game since 2002 together with his older brother Zach. He learned programming in his childhood, and took up designing computer games as a hobby. In 2006, he quit during his first year of a mathematics post doctorate at Texas A&M University to focus on video game development, game development. Early life and education Tarn was born in Silverdale, Washington, Silverdale, in the U.S. state of Washington (state), Washington, in 1978. His father, Dan, worked at a waste water treatment plant and used to work in data management. He taught his sons the rudiments of coding at an early age and this shared interest allowed the brothers Tarn and Zach to remain close to each other despite their family's constant shifting due to their father's work. The brothers grew up playing computer games and, notebooks in hand, drawing their own renditions of th ...
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Construction And Management Simulation
Construction and management simulation (CMS), sometimes also called management sim or building sim, is a subgenre of simulation game in which players build, expand or manage fictional communities or projects with limited resources. Strategy video games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding their project. Pure CMS games differ from strategy games, however, in that "the player's goal is not to defeat an enemy, but to build something within the context of an ongoing process." Games in this category are sometimes also called "management games". ''SimCity (1989 video game), SimCity'' (1989) represents an early example of success in the genre. Other games in the genre range from city-building games like ''Caesar (video game), Caesar'' (since 1992), ''The Settlers'' (since 1993), the ''Anno (series), Anno series'' (since 1998), mixed business/politics/building games like ''Tropico (video game), Tropico'' (since 2001), ...
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Construction And Management Simulation
Construction and management simulation (CMS), sometimes also called management sim or building sim, is a subgenre of simulation game in which players build, expand or manage fictional communities or projects with limited resources. Strategy video games sometimes incorporate CMS aspects into their game economy, as players must manage resources while expanding their project. Pure CMS games differ from strategy games, however, in that "the player's goal is not to defeat an enemy, but to build something within the context of an ongoing process." Games in this category are sometimes also called "management games". ''SimCity (1989 video game), SimCity'' (1989) represents an early example of success in the genre. Other games in the genre range from city-building games like ''Caesar (video game), Caesar'' (since 1992), ''The Settlers'' (since 1993), the ''Anno (series), Anno series'' (since 1998), mixed business/politics/building games like ''Tropico (video game), Tropico'' (since 2001), ...
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Biogeography
Biogeography is the study of the distribution of species and ecosystems in geographic space and through geological time. Organisms and biological communities often vary in a regular fashion along geographic gradients of latitude, elevation, isolation and habitat area.Brown University, "Biogeography." Accessed February 24, 2014. . Phytogeography is the branch of biogeography that studies the distribution of plants. Zoogeography is the branch that studies distribution of animals. Mycogeography is the branch that studies distribution of fungi, such as mushrooms. Knowledge of spatial variation in the numbers and types of organisms is as vital to us today as it was to our early human ancestors, as we adapt to heterogeneous but geographically predictable environments. Biogeography is an integrative field of inquiry that unites concepts and information from ecology, evolutionary biology, taxonomy, geology, physical geography, palaeontology, and climatology.Dansereau, Pierre. 1957 ...
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Meteorology
Meteorology is a branch of the atmospheric sciences (which include atmospheric chemistry and physics) with a major focus on weather forecasting. The study of meteorology dates back millennia, though significant progress in meteorology did not begin until the 18th century. The 19th century saw modest progress in the field after weather observation networks were formed across broad regions. Prior attempts at prediction of weather depended on historical data. It was not until after the elucidation of the laws of physics, and more particularly in the latter half of the 20th century the development of the computer (allowing for the automated solution of a great many modelling equations) that significant breakthroughs in weather forecasting were achieved. An important branch of weather forecasting is marine weather forecasting as it relates to maritime and coastal safety, in which weather effects also include atmospheric interactions with large bodies of water. Meteorological pheno ...
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Hydrogeology
Hydrogeology (''hydro-'' meaning water, and ''-geology'' meaning the study of the Earth) is the area of geology that deals with the distribution and movement of groundwater in the soil and rocks of the Earth's crust (commonly in aquifers). The terms groundwater hydrology, geohydrology, and hydrogeology are often used interchangeably. Hydrogeology is the study of the laws governing the movement of subterranean water, the mechanical, chemical, and thermal interaction of this water with the porous solid, and the transport of energy, chemical constituents, and particulate matter by flow (Domenico and Schwartz, 1998). Groundwater engineering, another name for hydrogeology, is a branch of engineering which is concerned with groundwater movement and design of wells, pumps, and drains. The main concerns in groundwater engineering include groundwater contamination, conservation of supplies, and water quality.Walton, William C. (November 1990). ''Principles of Groundwater Engin ...
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Turn-based
In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game ''Terraria'', where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). Real-time gameplay is the dominant form of time-keeping found in simulation video games, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance real-time strateg ...
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Procedural Generation
In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power. In computer graphics, it is commonly used to create textures and 3D models. In video games, it is used to automatically create large amounts of content in a game. Depending on the implementation, advantages of procedural generation can include smaller file sizes, larger amounts of content, and randomness for less predictable gameplay. Procedural generation is a branch of media synthesis. Overview The term ''procedural'' refers to the process that computes a particular function. Fractals are geometric patterns which can often be generated procedurally. Commonplace procedural content includes textures and meshes. Sound is often also procedurally generated, and has applications in both speech synthesis as well as music. It has been used to ...
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Open-ended (gameplay)
A video game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Each player may take on (or even encounter) only some of the challenges possible, and the same challenges may be played in a different order. Conversely, a video game with linear gameplay will confront a player with a fixed sequence of challenges: every player faces every challenge and has to overcome them in the same order. A nonlinear game will allow greater player freedom than a linear game. For example, a nonlinear game may permit multiple sequences to finish the game, a choice between paths to victory, different types of victory, or optional side-quests and subplots. Some games feature both linear and nonlinear elements, and some games offer a sandbox mode that allows players to explore an open world game environment independently from the game's main objectives, if any objectives are provided at all. A game that is significantly nonlinear is sometim ...
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