Galactic Arms Race

Sign in to follow this  

Album created by
Galactic Arms Race (GAR), is a 32-player space-shooter with RPG elements and a research experiment in procedural content generation (PCG) driven by player preferences. In GAR, spaceship weapon systems automatically evolve based on player behavior through a specialized evolutionary algorithm called cgNEAT (content-generating NeuroEvolution of Augmenting Topologies). New variants of weapons that players like are continually created by the game itself. The goal of weapon evolution within the game is not for players to find the "best gun ever". The goal is for players to continually find new and interesting guns, since players get bored of even the best guns eventually. For an idea of what the game is like, think "Space Diablo", with real-time combat, cool particle system weapons, RPG-style leveling and ship configuration, and 32-player Coop and PVP. The game is currently beta testing on Steam.
  • 3 images
  • 0 image comments

  Report Album


There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  
  • Gallery Statistics

    • Images
    • Comments
    • Albums

    Latest Image
  • Image Comments

    • I get what you mean. Most rooms don't use the same rocky textures in the foreground and background, like I did here. This room is a little offshoot, tucked away semi-secretly, so I wanted it to feel more like a much more enclosed space.
      I've been adjusting the brightness of the background and dimmed it just a bit more. Whether it's enough of a difference for anybody to notice except me is anyone's guess, though. 
    • I'm not a designer at all, but as a player I honestly don't think that it blends in too much - Instead, it adds to the kind of "gloomy" feel of the room (Dark colors + not a 100% easy to discern some elements = Acts a bit like a dark room)
      Not sure if I managed to say what I wanted to say, but you get me
    • Thanks! I've been worrying that the backgrounds might be too busy or blend too much with the more foreground tiles... been staring at these maps so long that I've become used to it, I think. I've tried dimming the backdrop even more, but I'm not sure that's really how I should be going about it. This might be a question I should ask in the forums.
    • Looks great!  Though, it’s hard to tell the foreground from the noisy background.