Difference between revisions of "LambdaHack"

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(update for v0.2.8)
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|released = Apr 12, 2008
|released = Apr 12, 2008
|relver = 1.20080412
|relver = 1.20080412
|updated = Sep 21, 2013
|updated = Nov 30, 2013
|updver = 0.2.8
|updver = 0.2.10
|licensing = [[BSD3]] (Free Software)
|licensing = [[BSD3]] (Free Software)
|language = [[Haskell]]
|language = [[Haskell]]
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and of clients (human and AI-controlled) and server.
and of clients (human and AI-controlled) and server.


New, in this release, is cooperative and competitive multiplayer
New in this release are screensaver game modes (AI vs AI),
(shared-screen only in this version) and overhauled searching.
improved AI (can now climbs stairs, etc.), multiple,
The code has been rewritten to have a single server
multi-floor staircases, multiple savefiles, configurable
that sends restricted game state updates to many
framerate and combat animations and more.
fat clients, while a thin frontend layer multiplexes
visuals from a subset of the clients.
Upcoming features: new and improved frontends, improved AI
Upcoming features: new and improved frontends, improved AI
(better leader switching and ranged combat), dynamic light
(pathfinding, autoexplore, better ranged combat), dynamic
sources, explosions, player action undo/redo, completely
light sources, explosions, player action undo/redo, completely
redesigned UI. Long term goals are focused on procedural
redesigned UI. Long term goals are focused on procedural
content generation and include in-game content creation,
content generation and include in-game content creation,

Revision as of 08:31, 30 November 2013

LambdaHack
Library project
Developer Andres Löh, Mikolaj Konarski
Released Apr 12, 2008
Updated Nov 30, 2013
Status Alpha
Licensing BSD3 (Free Software)
P. Language Haskell
Platforms Linux, OSX, Windows
Dependencies as specified on the Hackage page
Official site of LambdaHack


This is an alpha release of LambdaHack, a game engine library for roguelike games of arbitrary theme, size and complexity, packaged together with a small example dungeon crawler. When completed, the engine will let you specify content to be procedurally generated, define the AI behaviour on top of the generic content-independent rules and 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.

New in this release are screensaver game modes (AI vs AI), improved AI (can now climbs stairs, etc.), multiple, multi-floor staircases, multiple savefiles, configurable framerate and combat animations and more. Upcoming features: new and improved frontends, improved AI (pathfinding, autoexplore, better ranged combat), dynamic light sources, explosions, player action undo/redo, completely redesigned UI. Long term goals are focused on procedural content generation and include in-game content creation, auto-balancing and persistent content modification based on player behaviour.

A larger game that depends on the LambdaHack library is Allure of the Stars.

LambdaHack can be compiled using the cabal tool from the LambdaHack package available at its Hackage page.