Difference between revisions of "LambdaHack"
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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 = 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] | ||
}} | }} |
Revision as of 11:21, 11 August 2014
LambdaHack | |
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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 |
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.