Isn't it?
And it started my foray into procedural generation. Even have a techdemo for a completely procedurally generated RTS. Well, except UI elements, of which most/all were placeholder. But if I were to finish, they'd be prebuilt. No sense in shuffling up the UI at runtime
But yeah, the space backgrounds, the asteroid foreground harvestable units, the ship graphics...the ship stats. I've shown it off a few times around these parts.
http://www.pages.drexel.edu/~mmj29/temp/findTriangle4.swf <-- example unit generation
http://www.pages.drexel.edu/~mmj29/temp/interface.swf <-- fixed initial units, but were based off a run of the above
I've learned a lot since then, too. I should go back to that game sometime and redo it to be more like this TD I've been futzing with more recently.
some examples. Only need one more core component so I can build towers and it'll feel like its playable. Still need to do creep generation, code in some components, and some other stuff too. But if I can spawn towers it'll
feel like a game.