But it has a multiplayer that, out of a few bare-bones elements, inspires a pretty-much endless strategy experience. So, the game has terrible music, unimpressive graphics, and a singleplayer mode that struck me as a waste of time. It’s something that simply isn’t possible in the singleplayer. And team multiplayer is even more glorious-those games are all about wordless cooperation, about games turning on a dime, about perpetrating a fantastic kind of human chaos. Other players in your game will know you by your favorite tricks. The game is so slight in visuals that player behavior takes the absolute center stage. There are such a diversity of viable strategies that by the time you’ve grasped the basic mechanics you’ve probably developed a distinctly personal play-style. And because your enemies here are people, not AI, the kind of strategy and trickery you can pull off is so much broader, so much more satisfying. By manipulating your troop output, you can trick enemies into thinking you have more or less troops than you actually do by changing your troops’ direction mid-flight,y ou can pull off some impressive feints. The result is an incredible range of strategy-incredible, really, for a game with only one kind of troop, one kind of command, and automated unit production. The pull and play of triangles is like a conversation between opponents. Everything that happens is right there on the table, ready for players to draw their own conclusions from. The units are triangles they point where they’re going. See, Galcon multiplayer is is more explicitly a kind of communication than it is in any other strategy game I’ve tried, simply because it’s so stripped down. And it did not feel like a waste of time. I played multiplayer once last week-during finals week at my college-for over three hours straight. This is mainly because the multiplayer is so fantastic. This is a game which deserved more than to be weighted down with a million irrelevancies. And then there’s the AI. It comes in ten levels, some or most of which I could not actually tell apart from one another while playing. And the developers tried to give this PC version some more totally unneeded complexity by including a seething mess of ill-explained singleplayer game modes that seem to have no reason for existing. Admirable depth evolving out of a very slight, pared-down set of mechanics. Galcon - Galactic Konquest-like game that was originally created for Ludum Dare 48 but is no longer free.Because that’s what this game is all about: circles and triangles.input - an input box, like a password box in a website keysym - widget that records the keysym(name/type/unicode of a key) of the key pressed while this widget is in focus slider - a group of scrolling/sliding widgets, for moving areas select - a widget that allows you to select an answer from multiple choices misc - contains a progress bar Other menus - a drop-down menu bar dialog - contains a window dialog for creating windows with a label and a close button, and a label dialog for searching for files through the system Projects app - top-level widget for any program table - a widget that allows you to positions widgets in a method similar to HTML layout document - container for many widgets strung together in a document format area - a scrollable area Forms form - a form that automatically stores all named widgets, like all the forms from a website group - an object for grouping together multiple form elements Widgets basic - a group of non-interactive widgets, they are just for rendering button - a group of button widgets that include a state button, radio button, checkbox, etc. GUI Ref theme - a theme interface for customizing look and feel style - applies themes to widgets widget - base for all widgets surface - a module for creating smart surfaces from Pygame surfaces, used for cleaner rendering const - constants used by the gui Containers container - the base container widget, holds other widgets. isovid - an isometric tile engine hexvid - a hexagonal tile engine Tilevid - a basic "square-shaped" tile engine. ani - animation loading and manipulating functions engine - a state engine fonts - font-like objects high - classes for handling high score tables html - a html renderer layout - document layout engine text - a collection of text rendering functions timer - a timer for games with set-rate FPS vid - sprite and tile engine Modules algo - collection of algorithms for use in games, etc. Scripts tileedit - a simple tile editor for pygame leveledit - a simple level editor for pygame tganew - a tga creator levelfancy - a magic tool that prettifies your levels for you PGU has a rich set of very stable modules, including scripts, tile engines and a gui.
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