Difference between revisions of "Diggr"
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'''Mission statement:''' | '''Mission statement:''' | ||
An | An experiment 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 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 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 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 | * Diggr attempts to continue the in the strategic gameplay style of Nethack. (Nethack is the best video game ever.) 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 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. | * 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. |
Revision as of 11:58, 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 experiment 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 style of Nethack. (Nethack is the best video game ever.) 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: