Difference between revisions of "LambdaHack"

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(Update to v0.2.14)
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|released = Apr 12, 2008
|released = Apr 12, 2008
|relver = 1.20080412
|relver = 1.20080412
|updated = Mar 4, 2014 (0.2.12)
|updated = Jul 25, 2014 (0.2.14)
|updver = 0.2.12
|updver = 0.2.14
|licensing = [[BSD3]] (Free Software)
|licensing = [[BSD3]] (Free Software)
|language = [[Haskell]]
|language = [[Haskell]]
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}}
}}


This is an alpha release of LambdaHack,
This is an alpha release of LambdaHack, a Haskell game engine
a game engine library for roguelike games
library for roguelike games of arbitrary theme, size and complexity,
of arbitrary theme, size and complexity,
packaged together with a small example dungeon crawler. When completed,
packaged together with a small example dungeon crawler.
the engine will let you specify content to be procedurally generated,
When completed, the engine will let you specify content
define the AI behaviour on top of the generic content-independent rules
to be procedurally generated, define the AI behaviour
and compile a ready-to-play game binary, using either the supplied
on top of the generic content-independent rules
or a custom-made main loop. Several frontends are available
and compile a ready-to-play game binary, using either
(GTK is the default) and many other generic engine components
the supplied or a custom-made main loop.
are easily overridden, but the fundamental source of flexibility lies
Several frontends are available (GTK is the default)
in the strict and type-safe separation of code and content and of clients
and many other generic engine components are easily overridden,
(human and AI-controlled) and server. Long-term goals for LambdaHack include
but the fundamental source of flexibility lies
support for multiplayer tactical squad combat, in-game content creation,
in the strict and type-safe separation of code and content
auto-balancing and persistent content modification based on player behaviour.
and of clients (human and AI-controlled) and server.
Please see [https://github.com/kosmikus/LambdaHack/blob/master/changelog the changelog file]
for recent improvements and the issue tracker for short-term plans. Long term vision
revolves around procedural content generation and includes
in-game content creation, auto-balancing and persistent
content modification based on player behaviour.


A larger game that depends on the LambdaHack library
The engine comes with a sample code for a little dungeon crawler,
is [[Allure of the Stars]].
called LambdaHack and described in PLAYING.md on the official site.
 
https://raw.githubusercontent.com/LambdaHack/media/master/screenshot/ambush1.png

Revision as of 19:56, 25 July 2014

LambdaHack
Library project
Developer Andres Löh, Mikolaj Konarski
Released Apr 12, 2008
Updated Jul 25, 2014 (0.2.14)
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 Haskell 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. 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 on the official site.

ambush1.png