Freeware Game Pick: Dyson (Alex May, Rudolf Kremers)
Dyson is a real-time strategy game which involves commanding an army of seedlings with the aim of colonizing an entire asteroid belt, one asteroid at a time. Structures and buildings commonly found in RTS games have been replaced with two types of trees, although there is a limit to how many trees you can have on each asteroid. The Dyson tree allows you to grow new seedlings, while defensive trees produce exploding pods that automatically home in on invading seedlings sent by your adversaries. Both trees cost fifteen seedlings per unit to generate, so an asteroid with less than fifteen seedlings occupying it will not be able to grow any new trees.
Left click and drag from one asteroid to another to send all available seedlings to their new destination. Right click repeatedly on an asteroid to add individual seedlings to a new invasion party, then left click on a nearby asteroid to send this party to forage or invade.
Other than the inclusion of defensive pods, version 1.08 also introduces a sphere of influence limiting the distance in which a group of seedlings can be sent to. The three-page tutorial is a new addition as well, and does a decent job of briefing players on how the game works. Dyson requires the installation of .NET 2.0 Framework to run.
Name: Dyson
Developer: Alex May, Rudolf Kremers
Category: Strategy
Type: Freeware
Size: 20MB
Platforms: Windows, Linux










Comments
...Old news
Posted by: Sam | November 4, 2008 4:48 PM
old.. but sexXy! :D
Posted by: TehSilentOne | November 4, 2008 5:07 PM
It's not old news! The game has been updated recently and I must say - amazing stuff, guys - you solved all issues I could think about.
The way the subtle "rays" inform you how many trees grow on a planet, the clear distinction between the body, wings and "noses" of the seedlings make looking up stats a joy and I like the idea of the limited planetary range (especially since the computer used cheap tactics of attacking you from half a galaxy away before).
The game is still very easy for me but I know that some people had trouble before so they will find this version more difficult, I guess.
Keep it up - it's not a huge, complicated game but I find each round very enjoyable and interesting.
P.S. Nice work with showing how seedlings grow and on and detach from the Dyson trees. Also, I like how they take on a "streamlined" form between the planets and spread their wings on arrival. Very stylish.
Posted by: Lim-Dul | November 4, 2008 6:12 PM
I remember when I played the first version I had no idea how the game worked. It took me a couple plays to get it down, so its good they've helped beginners.
Posted by: sygg13 | November 4, 2008 6:26 PM
I remember this when it first came out; this version is a lot better.
=D
Posted by: llll | November 4, 2008 7:46 PM
Thanks for the nice comments, Alex and I have worked very hard on this new version so we are happy you are enjoyong it!
Posted by: Rudolf | November 5, 2008 12:48 AM
One suggestion that would perhaps be a tiny bit "gameplay-changing" and could require some time to implement:
Could you add "supply routes"? Now that the planet range is limited it's very, VERY tedious to supply your "fronts" with seedlings - it's not demanding strategically or tactically, just tedious.
It's by no means a criticism, only a suggestion for the newly introduced limited range.
If you want to know precisely what I'm talking about, take a look at a game called "Pax Galaxia".
http://diogames.com/PaxGalaxia.html
The whole concept of it is based around supply routes but Dyson has almost surpassed its gameplay and certainly would do so after you implemented such a feature.
You have dealt very well with the graphical overload or rather lack thereof in Dyson so I guess supply routes could be symbolized by very, very thin lines between the planets... Perhaps the middle mouse button could be used for this? Just brainstorming here...
Initially moving seedlings between planets is a non-issue but then, when you're dealing with hundreds of them scattered across 30 planets or so gathering them for an attack - especially since now you have to advance them planet by planet - is very hard work - my wrist started hurting from it. ;-)
Posted by: Lim-Dul | November 5, 2008 2:13 AM
I love the game, it plays very fun and soothing. An art house galcon, if you will.
My problems with it have kind of already been stated. Ordering your guys around can be very tedious, and it takes for EVER for them to respond to orders sometimes.
Supply lines really would be fun, don't know if it would fit the gameplay style completely, but it sounds fun.
Defensive trees can be really, really good early game, but later on they seem to die pretty much instantaneously, even if they are enormous. I'd like to see them fire multiple shots at the highest levels.
Also, I like having different qualities of soldiers, but some of the larger, slower ones really don't have any wings. Maybe you could reduce the amount of change between really small and really big? Only problem is then it would be harder to tell them apart...
Last thing, I would like to see different specialty troops have different shapes. Like if it was all strength it would have 2 needles or something. If it were all speed it would get another pair of wings.
Oh, and multiplayer too! ;)
Posted by: Aspect | November 6, 2008 4:34 AM
I think the game is nice, little things though it needs fullscreen support for non-widescreen monitors(which actually is amazing that it supports such off the bat from what I can tell), I have a regular 4:3 ratio monitor, and well, it sorta chops too much off on fullscreen, would probablly help it.
Would like more music variation.
Also too much white...I played the game way long and my eyes hurt after so much time(I wanted to beat it in one sitting, took few times for like levels 3 and 4).
I don't know why, but kind of wish more depth, even though its awesome being simple rts game, for some reason would like a more in depth version, like say a floating-tree-assault-carrier-thing. More unit types...the game sorta does break the seedlings down into types of ships in a way: fastest are intercepters, some various sized ones being fighters, bombers, and the more robust ones are like the frigates/crusiers (like Aspect points out for build design of the seedlings)...maybe put the cost of seedlings in to make such.
I would also say adding a crossbreading thing, but since there are plenty of asteroids to get so many variations, sorta defeats that, maybe a future game mode where you have to play with pollination, because of asteriod strengths or particular things(like you would be totally missing speed and enegry on one, but have max defense, while other two would have such missing defense, maybe even forcing you to stick with two things minus one...)---maybe have the ability to make an asteriod due to collection of space dust/seedlings, and due to their composition results in whatever stats the asteroid would have to pass on to next generation?--larger it gets more plantable tree space count.
Oh and variable tree counts(instead of forced for everything to be same number across the level), maybe depending on size of the asteriod, maybe even vary the shape of the asteriods too, (triangle, hex, rectangle, square, oval...just idea maybe to for heck of it.)
Oh, also multiplayer too! :P
Posted by: Kenny | November 6, 2008 6:47 AM
Hey guys/gals, thanks again for all the feedback, it is really appreciated and we read and discuss all of it.
Some of you have actually GUESSED some of the features that were already planned, which is heartening as it shows our line of thinking is not crazy ;-)
More music is being written as well, and the implementation of music and sound is also on our list of improvements.
The biggest number of requests are based on multiplayer and waypoints (or a similar solution) I am not sure when/if we will have time for the first, but we are looking at the second. There is definitely more stuff coming though, so keep an eye out :-D
Posted by: Rudolf (Dyson Team) | November 6, 2008 8:17 AM
Cool - I guess waypoints are synonymous to supply routes as they would work in Dyson. Eagerly awaiting new versions. ^^
It's incredible to see the game undergo such vivid development long after the TIGSource compo. I presume this has only been its first step to indie glory. ^^
Posted by: Lim-Dul | November 7, 2008 2:53 AM