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Most of the meshes and textures are procedurally generated, and the music is procedurally generated during runtime. [5] [unreliable source] 7 Days to Die 2013 The Fun Pimps Maps (Worlds) can be generated, either randomly, using a seed, or via third party tools. The distribution of POIs and loot is also generative. Anarchy Online: 2001 Funcom
Most levels are randomly generated to maximize variety, while the levels containing the objective items are randomly chosen between several manually-designed layouts, which usually contain random elements, and which are authored in a Crawl-specific language incorporating Lua scripting. Randomly generated levels may contain randomly chosen ...
Tony Watson reviewed Droids in Space Gamer No. 64. [2] Watson commented that "Droids fails as an RPG. A role-playing game requires more than a character generation system and rules for combat. Where the booklet might have some real applicability is as a design system for robots for existing SF RPGs such as Traveller and Star Frontiers.
2D Dungeon exploration Top-down shooter without save points inspired by The Legend of Zelda, but with semi-randomly accessed floors with exclusive features that have randomly generated rooms of various types potentially including random items. 2012: FTL: Faster Than Light: Subset Games: Space science fiction: WIN, LIN, OSX, iOS
Recipes for the potion appeared in the work of the popular English apothecary Nicholas Culpeper and the official pharmacopoeia handbooks of London and Amsterdam. Queen Elizabeth 's French ambassador was even treated with the remedy; however, the recipe was altered to include a "unicorn's horn" (possibly a ground-up narwhal tusk ) in addition to ...
2. KFC Chicken. The "original recipe" of 11 herbs and spices used to make Colonel Sanders' world-famous fried chicken is still closely guarded, but home cooks have found ways of duplicating the ...
Dungeon levels and the population of monsters and treasure within them are generated randomly using procedural generation, so no game is the same on subsequent playthroughs. Most roguelikes have an ultimate goal of either claiming an item located at the deepest level of the dungeon, or defeating a specific monster that lives on that level. [ 11 ]
The dungeon is rendered in a two-dimensional overhead view using on-screen character graphics, and controlled via keyboard commands. The dungeon has a fixed layout, but the monster encounters and treasure are randomly generated. [2] They are generated whenever a new character was created, and saved with the character.