Difference between revisions of "LambdaHack"

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(Don't mention alpha dev stage, it's misunderstood)
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|platforms = [[Linux]], [[OSX]], [[Windows]]
|platforms = [[Linux]], [[OSX]], [[Windows]]
|site = https://github.com/LambdaHack/LambdaHack
|site = https://github.com/LambdaHack/LambdaHack
|status = Alpha
|status = Beta
|dependencies = as specified on [http://hackage.haskell.org/package/LambdaHack the Hackage page]
|dependencies = as specified on [http://hackage.haskell.org/package/LambdaHack the Hackage page]
}}
}}


https://raw.githubusercontent.com/LambdaHack/media/master/icon/skirmish1.32x32.png
https://raw.githubusercontent.com/LambdaHack/media/master/icon/skirmish1.32x32.png
This is an alpha release of LambdaHack, a Haskell game engine
LambdaHack is a Haskell game engine
library for roguelike games of arbitrary theme, size and complexity,
library for roguelike games of arbitrary theme, size and complexity,
packaged together with a small example dungeon crawler. When completed,
packaged together with a small example dungeon crawler. When completed,

Revision as of 11:11, 11 August 2014

LambdaHack
Library project
Developer Andres Löh, Mikolaj Konarski
Released Apr 12, 2008
Updated Jul 25, 2014 (0.2.14, aka 'Out of balance')
Status Beta
Licensing BSD3 (Free Software)
P. Language Haskell
Platforms Linux, OSX, Windows
Dependencies as specified on the Hackage page
Official site of LambdaHack


skirmish1.32x32.png LambdaHack is 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. A larger, diferent game that depends on the LambdaHack library is Allure of the Stars. Yet another promising game is Space Privateers.


skirmish1.png

ambush1.png

campaign1.png