Difference between revisions of "Diggr"
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|length = many infuriating hours | |length = many infuriating hours | ||
|site = http://code.google.com/p/diggr-roguelike/ | |site = http://code.google.com/p/diggr-roguelike/ | ||
}} | }}{{coffeebreak}} | ||
'''Mission statement:''' | '''Mission statement:''' |
Revision as of 06:29, 1 September 2011
Diggr | |
---|---|
Alpha Project | |
Developer | tkatchev |
Theme | Eclectic |
Influences | NetHack |
Released | August 12nd, 2011 |
Updated | August 28th, 2011 |
Licensing | Freeware |
P. Language | Python, libtcod |
Platforms | Windows, Linux |
Interface | ASCII, Keyboard |
Game Length | many infuriating hours |
Official site of Diggr |
Diggr is a coffeebreak roguelike
Mission statement:
An experiement at creating a new and fresh roguelike, called Diggr. What makes diggr different:
- Diggr attempts to make impossible all forms of scumming. (A first in the roguelike world, I believe. :))
- Diggr is not at all based on AD&D in any way. All game mechanics are invented from scratch, keeping strictly in mind this list of requirements!
- Diggr should play fast. Hours and hours of boring bouts of hacking and slashing are not welcome here!
- Diggr attempts to continue the in the strategic gameplay stlye of Nethack. (Nethack is the best video game evar.) Like Nethack, diggr should be a complex, evil game with a steep learning curve. Roguelikes that play themselves on autopilot are not fun!
- Diggr should have a sense of humor. Diggr should also avoid common fantasy tropes and cliches.
- Diggr avoids 'flavor' for flavor's sake. All items and monsters should have a different and unique impact on gameplay, and not be just renamed clones of effectively the same monster and item.
- (This one is controversial) Spoilers are fun. A game that needs 'spoilers' is a game that has depth. Diggr should be a game where the mechanics and strategies are not obvious and low-hanging fruit.
Further info:
Discussion forum and release announcements: [1]
See also the short player guide and FAQ.
Screenshots: