Difference between revisions of "LambdaHack"
(update for v0.2.8) |
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|released = Apr 12, 2008 | |released = Apr 12, 2008 | ||
|relver = 1.20080412 | |relver = 1.20080412 | ||
|updated = | |updated = Sep 21, 2013 | ||
|updver = 0.2. | |updver = 0.2.8 | ||
|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 | a game engine library for roguelike games | ||
of arbitrary theme, size and complexity, | of arbitrary theme, size and complexity, | ||
packaged together with a small example dungeon crawler. | packaged together with a small example dungeon crawler. | ||
When completed, | When completed, the engine will let you specify content | ||
to be procedurally generated, define the AI behaviour | to be procedurally generated, define the AI behaviour | ||
on top of the generic content-independent rules | on top of the generic content-independent rules | ||
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and many other generic engine components are easily overridden, | and many other generic engine components are easily overridden, | ||
but the fundamental source of flexibility lies | but the fundamental source of flexibility lies | ||
in the strict and type-safe separation of code and content. | in the strict and type-safe separation of code and content | ||
and of clients (human and AI-controlled) and server. | |||
Upcoming | New, in this release, is cooperative and competitive multiplayer | ||
player action undo/redo, | (shared-screen only in this version) and overhauled searching. | ||
The code has been rewritten to have a single server | |||
that sends restricted game state updates to many | |||
in-game content creation, auto-balancing | fat clients, while a thin frontend layer multiplexes | ||
content modification based on player behaviour | visuals from a subset of the clients. | ||
Upcoming features: new and improved frontends, improved AI | |||
(better leader switching and 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 | A larger game that depends on the LambdaHack library | ||
is [[Allure of the Stars]]. | is [[Allure of the Stars]]. | ||
LambdaHack can be compiled using the [http://www.haskell.org/cabal cabal] tool from the LambdaHack package available at [http://hackage.haskell.org/package/LambdaHack its Hackage page.] |
Revision as of 23:29, 20 September 2013
LambdaHack | |
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Library project | |
Developer | Andres Löh, Mikolaj Konarski |
Released | Apr 12, 2008 |
Updated | Sep 21, 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, is cooperative and competitive multiplayer (shared-screen only in this version) and overhauled searching. The code has been rewritten to have a single server that sends restricted game state updates to many fat clients, while a thin frontend layer multiplexes visuals from a subset of the clients. Upcoming features: new and improved frontends, improved AI (better leader switching and 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.