Difference between revisions of "Allure of the Stars"
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{{game-alpha| name = Allure of the Stars | {{game-alpha| name = Allure of the Stars | ||
|developer = [[Mikolaj Konarski]] | |developer = Andres Löh, [[Mikolaj Konarski]] | ||
|theme = near-future Sci-Fi | |theme = near-future Sci-Fi | ||
|influences = [[Angband]], [[X-Com]] | |influences = [[Angband]], [[X-Com]] | ||
|released = Aug 05, 2011 | |released = Aug 05, 2011 | ||
|relver = 0.4.1 | |relver = 0.4.1 | ||
|updated = | |updated = Feb 11, 2012 | ||
|updver = 0.4. | |updver = 0.4.3 | ||
|licensing = [[ | |licensing = [[GNU AGPL3]] (Free Software) | ||
|language = [[Haskell]] | |language = [[Haskell]] | ||
|platforms = [[Linux]], [[OSX]], [[Windows]] | |platforms = [[Linux]], [[OSX]], [[Windows]] | ||
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}} | }} | ||
This is an alpha | This is an alpha release of Allure of the Stars, | ||
a near-future Sci-Fi roguelike and tactical squad game written in Haskell. | |||
The game is barely fun at this stage and not yet | |||
really Sci-Fi. See the wiki for design notes and contribute. | |||
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. | |||
Compiled using the [http://www.haskell.org/cabal cabal] tool from the package available at [http://hackage.haskell.org/package/Allure its Hackage page.] |
Revision as of 23:16, 9 February 2012
Allure of the Stars | |
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Alpha Project | |
Developer | Andres Löh, Mikolaj Konarski |
Theme | near-future Sci-Fi |
Influences | Angband, X-Com |
Released | Aug 05, 2011 |
Updated | Feb 11, 2012 |
Licensing | GNU AGPL3 (Free Software) |
P. Language | Haskell |
Platforms | Linux, OSX, Windows |
Interface | Keyboard, ASCII (GTK or Terminal) |
Game Length | ~ .5 hour |
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 written in Haskell. The game is barely fun at this stage and not yet really Sci-Fi. See the wiki for design notes and contribute.
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.
Compiled using the cabal tool from the package available at its Hackage page.