http://allureofthestars.com/ Win/OSX/Linux/Source/Browser
http://www.roguebasin.com/index.php?title=LambdaHackhttp://www.roguebasin.com/index.php?title=Allure_of_the_StarsLambdaHack is a Haskell game engine library for roguelike games of arbitrary theme, size and complexity. You specify the content to be procedurally generated, including game rules and AI behaviour. The library lets you compile a ready-to-play game binary, using either the supplied or a custom-made main loop. Several frontends are available (GTK is the default) and many other generic engine components are easily overridden, but the fundamental source of flexibility lies in the strict and type-safe separation of code and content and of clients (human and AI-controlled) and server. Long-term goals for LambdaHack include support for multiplayer tactical squad combat, in-game content creation, auto-balancing and persistent content modification based on player behaviour.
The engine comes with a sample code for a little dungeon crawler, called LambdaHack and described in PLAYING.md. A larger, different game that depends on the LambdaHack library is Allure of the Stars.
Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad game. The game is written in Haskell using the LambdaHack roguelike game engine. Long-term goals of the project are high replayability and auto-balancing through procedural content generation and persistent content modification based on player behaviour.
v6.0.0
Please see README.md for installation and configuration information and PLAYING.md for gameplay tips. The windows binaries no longer work on Windows XP, since Cygwin and MSYS2 dropped support for XP (the binaries may also be broken in other ways; feedback and help appreciated; expect them to be silently replaced with fixed versions). Additional binaries, in particular for Android, iOS and OS X would be very welcome.
Changes
add and modify a lot of content: items, tiles, embedded items, scenarios
improve AI: targeting, stealth, moving in groups, item use, fleeing, etc.
make monsters more aggressive than animals
tie scenarios into a loose, optional storyline
add more level generators and more variety to room placement
make stairs not walkable and use them by bumping
align stair position on the levels they pass through
introduce noctovision
increase human vision to 12 so that normal speed missiles can be sidestepped
tweak and document weapon damage calculation
derive projectile damage mostly from their speed
make heavy projectiles better vs armor but easier to sidestep
improve hearing of unseen actions, actors and missiles impacts
let some missiles lit up on impact
make torches reusable flares and add blankets for dousing dynamic light
add detection effects and use them in items and tiles
make it possible to catch missiles, if not using weapons
make it possible to wait 0.1 of a turn, at the cost of no bracing
improve pathfinding, prefer less unknown, alterable and dark tiles on paths
slow down actors when acting at the same time, for speed with large factions
don't halve Calm at serious damage any more
eliminate alternative FOV modes, for speed
stop actors blocking FOV, for speed
let actor move diagonally to and from doors, for speed
improve blast (explosion) shapes visually and gameplay-wise
add SDL2 frontend and deprecate GTK frontend
add specialized square bitmap fonts and hack a scalable font
use middle dot instead of period on the map (except in teletype frontend)
add a browser frontend based on DOM, using ghcjs
improve targeting UI, e.g., cycle among items on the map
show an animation when actor teleports
add character stats menu and stat description texts
add item lore and organ lore menus
add a command to sort item slots and perform the sort at startup
add a single item manipulation menu and let it mark an item for later
make history display a menu and improve display of individual messages
display highscore dates according to the local timezone
make the help screen a menu, execute actions directly from it
rework the Main Menu
rework special positions highlight in all frontends
mark leader's target on the map (grey highlight)
visually mark currently chosen menu item and grey out impossible items
define mouse commands based on UI mode and screen area
let the game be fully playable only with mouse, use mouse wheel
pick menu items with mouse and with arrow keys
add more sanity checks for content
reorganize content in files to make rebasing on changed content easier
rework keybinding definition machinery
let clients, not the server, start frontends
version savefiles and move them aside if versions don't match
lots of bug fixes internal improvements and minor visual and text tweaks