Linux and UNIX Man Pages

Linux & Unix Commands - Search Man Pages

cultivation(6) [debian man page]

cultivation(6)							       Games							    cultivation(6)

NAME
cultivation - game about the interactions within a gardening community SYNOPSIS
cultivation DESCRIPTION
Cultivation is a video game written by Jason Rohrer about a community of gardeners growing food for themselves in a shared space. Cultivation is quite different from most other games. It is a social simulation, and the primary form of conflict is over land and plant resources---there is no shooting, but there are plenty of angry looks. It is also an evolution simulation. Within the world of Cultivation, you can explore a virtually infinite spectrum of different plant and gardener varieties. All of the graphics, sounds, melodies,and other content in Cultivation are 100% procedurally generated at playtime. In other words, there are no hand-painted texture maps---instead, each object has a uniquely "grown" appearance. Every time you play, Cultivation generates fresh visuals, music, and behaviors. Cultivation is certainly an unusual game, but that doesn't necessarily mean it's good. From experience, some people absolutely love it, while others absolutely hate it. It's intended to be an "art game," after all, and mixed reactions go with that territory. When two sides are fighting, they often ruin the commons for everyone. The game is a metaphor about that kind of situation. Too much fight- ing destroys the island for everyone. USAGE
Cultivation explores the social interactions within a gardening community. You lead one family of gardeners, starting with a single indi- vidual, and wise choices can keep your genetic line from extinction. While breeding plants, eating, and mating, your actions impact your neighbors, and the social balance sways between conflict and compromise. Cultivation features dynamic graphics that are procedurally-generated using genetic representations and cross-breeding. In other words, game objects are "grown" in real-time instead of being hand-painted or hard-coded. Each plant and gardener in the game is unique in terms of both its appearance and behavior. The game includes an extensive in-game tutorial. In Cultivation, the game system teeters on the verge of uncontrolled conflict, and the player can make choices within this system that affect the balance. Perhaps it is impossible to win the game by acting only out of self-interest, but likewise, it may be impossible to win acting only out of altruism (I say "perhaps" here because, even as the designer of the system, I have only explored a tiny fraction of the game's possible permutations). Players can directly see the results of the choices that they make. In the initial release of Cultivation, neighbors would respond to encroachment with both counter-encroachment (claiming some of your plants as their own) and social scorn (refusing to mate with you). With only these mechanics in place, fighting just didn't feel serious enough---a fight could continue indefinitely without any real consequences, since after two plots overlapped completely, no further revenge was possible for either side. I had to think of a more serious act to crown the peak of an escalating fight. Poisoning, which is now a key mechanic in Cultivation, fit perfectly. This mechanic allows an angry neighbor to poison a plant. Poison not only kills the target plant, but it also renders the ground around the plant forever unusable. SEE ALSO
You can find more information at http://cultivation.sourceforge.net/ June 2007 cultivation(6)

Check Out this Related Man Page

primrose(6)							       Games							       primrose(6)

NAME
primrose - a compelling tile-placement puzzle game SYNOPSIS
primrose DESCRIPTION
Primrose is a video game written by Jason Rohrer. Unlike his previous work, primrose is an not art game. Despite the departure from art games to a puzzle game, primrose is still beautiful and captivating in its own way. The player places pairs of coloured tiles on a 7x7 grid. Tiles are cleared by surrounding one colour group with another colour group, scor- ing points. The cleared tiles change the colour of the surrounding colour group, allowing for chain reactions that give more points. More colours are added as more tiles have been placed on the grid and eventually the game will end when the grid fills up. The rush of a long chain reaction and the huge numbers of points that can be obtained from them is the counterpoint to playing it safe until the bitter grey (but slightly more colourful) end. There are many strategies to be explored within that continuum. Your smartphone with wireless internet access is a great place to review and explore the continuum as Primrose includes a networked high scores list with instant replay. USAGE
Primrose has no command-line options. Primrose is primarily controlled with the mouse. The escape and q/Q keys quit the game. Pressing P in the games brings up the menu. This menu has instructions on how to play the game, high scores, a dialog to set the name used for high scores as well as toggles for colorblind mode and sound. Primrose connects to the web for synchronizing high scores. FILES
~/.primrose/ is used to store settings and as a cache. SEE ALSO
The website and description: http://primrose.sourceforge.net/ An interview with the creator: http://pc.ign.com/articles/955/955949p1.html March 2008 primrose(6)
Man Page