Difference between revisions of "Allure of the Stars"
Jump to navigation
Jump to search
Line 5: | Line 5: | ||
|released = Aug 05, 2011 | |released = Aug 05, 2011 | ||
|relver = 0.4.1 | |relver = 0.4.1 | ||
|updated = | |updated = Mar 4, 2014 (0.4.12) | ||
|updver = 0.4. | |updver = 0.4.12 | ||
|licensing = [[GNU AGPL3]] (Free Software) | |licensing = [[GNU AGPL3]] (Free Software) | ||
|language = [[Haskell]] | |language = [[Haskell]] | ||
Line 20: | Line 20: | ||
really Sci-Fi. See the wiki for design notes and contribute. | really Sci-Fi. See the wiki for design notes and contribute. | ||
Please see [https://github.com/Mikolaj/Allure/blob/master/changelog the changelog file] for recent improvements | |||
and the issue tracker for short-term plans. Long term goals | |||
are high replayability and auto-balancing through procedural | |||
content generation and persistent content modification | |||
Long term goals are high replayability and auto-balancing | based on player behaviour. | ||
through procedural content generation and persistent content | |||
The game is written using the [[LambdaHack]] Haskell roguelike game engine. | The game is written using the [[LambdaHack]] Haskell roguelike game engine. | ||
Revision as of 09:03, 4 March 2014
Allure of the Stars | |
---|---|
Futuristic Alpha Project | |
Developer | Andres Löh, Mikolaj Konarski |
Theme | near-future Sci-Fi |
Influences | Angband, X-Com |
Released | Aug 05, 2011 |
Updated | Mar 4, 2014 (0.4.12) |
Licensing | GNU AGPL3 (Free Software) |
P. Language | Haskell |
Platforms | Linux, OSX, Windows |
Interface | Keyboard, ASCII (GTK or Terminal) |
Game Length | ~30 minutes |
Official site of Allure of the Stars |
This is an alpha release of Allure of the Stars, a near-future Sci-Fi roguelike and tactical squad game. The game is barely fun at this stage and not yet really Sci-Fi. See the wiki for design notes and contribute.
Please see the changelog file for recent improvements and the issue tracker for short-term plans. Long term goals are high replayability and auto-balancing through procedural content generation and persistent content modification based on player behaviour.
The game is written using the LambdaHack Haskell roguelike game engine.