Difference between revisions of "LambdaHack"

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== Play it in the browser! https://lambdahack.github.io ==
== Play it in the browser! https://lambdahack.github.io ==


LambdaHack is a Haskell game engine library for roguelike
LambdaHack is a [[Haskell]] game engine library for ASCII roguelike
games of arbitrary theme, size and complexity. You specify the content
games of arbitrary theme, size and complexity, with optional
to be procedurally generated, including game rules and AI behaviour.
tactical squad combat. It's packaged together with a little
The library lets you compile a ready-to-play game binary, using either
example dungeon crawler in fantasy setting that can be
the supplied or a custom-made main loop. Several frontends are available
tried out in the browser.
(SDL is the default) and many other generic engine components
(http://lambdahack.github.io --- It runs fastest
are easily overridden, but the fundamental source of flexibility lies
on Chrome. Keyboard commands and savefiles are supported
in the strict and type-safe separation of code and content and of clients
only on recent enough versions of browsers.
(human and AI-controlled) and server. Long-term goals for LambdaHack include
Mouse should work everywhere.)
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,
To use the engine, you need to specify the content to be
called LambdaHack and described in [https://github.com/LambdaHack/LambdaHack/blob/master/GameDefinition/PLAYING.md PLAYING.md].
procedurally generated. You specify what the game world
A larger, different game that depends on the LambdaHack library
is made of (entities, their relations, physics and lore)
is [[Allure of the Stars]]. Yet another promising game is [[Space Privateers]].
and the engine builds the world and runs it.
The library lets you compile a ready-to-play game binary,
using either the supplied or a custom-made main loop.
Several frontends are available (SDL2 is the default
for desktop and there is a JavaScript browser frontend)
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 from the content
and of clients (human and AI-controlled) from the server.
 
Please see the changelog file for recent improvements
and the issue tracker for short-term plans. Long term goals
include multiplayer tactical squad combat, in-game content
creation, auto-balancing and persistent content modification
based on player behaviour. Contributions are welcome.
 
Other games known to use the LambdaHack library:
 
* [[Allure of the Stars]], a near-future Sci-Fi game
* [[Space Privateers]], an adventure game set in far future


Please offer your feedback on this thread: http://forums.roguetemple.com/index.php?topic=5454.0
Please offer your feedback on this thread: http://forums.roguetemple.com/index.php?topic=5454.0

Revision as of 11:51, 23 December 2017

LambdaHack
Library project
Developer Andres Löh, Mikolaj Konarski
Released Apr 12, 2008 (v1.20080412)
Updated Dec 18, 2017 (v0.7.1.0, aka 'Ancient troubles')
Status Beta
Licensing BSD3 (Free Software)
P. Language Haskell
Platforms Browser, Linux, OSX, Windows
Dependencies source dependencies are as specified on the Hackage page
Official site of LambdaHack


Play it in the browser! https://lambdahack.github.io

LambdaHack is a Haskell game engine library for ASCII roguelike games of arbitrary theme, size and complexity, with optional tactical squad combat. It's packaged together with a little example dungeon crawler in fantasy setting that can be tried out in the browser. (http://lambdahack.github.io --- It runs fastest on Chrome. Keyboard commands and savefiles are supported only on recent enough versions of browsers. Mouse should work everywhere.)

To use the engine, you need to specify the content to be procedurally generated. You specify what the game world is made of (entities, their relations, physics and lore) and the engine builds the world and runs it. The library lets you compile a ready-to-play game binary, using either the supplied or a custom-made main loop. Several frontends are available (SDL2 is the default for desktop and there is a JavaScript browser frontend) 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 from the content and of clients (human and AI-controlled) from the server.

Please see the changelog file for recent improvements and the issue tracker for short-term plans. Long term goals include multiplayer tactical squad combat, in-game content creation, auto-balancing and persistent content modification based on player behaviour. Contributions are welcome.

Other games known to use the LambdaHack library:

Please offer your feedback on this thread: http://forums.roguetemple.com/index.php?topic=5454.0

New screenshots

crawl-0.6.0.0-8x8x.png

crawl-0.6.0.0-8x8xb.png

crawl-0.6.0.0-16x16x.png

InGameHelp.png

Ancient screenshots

safari1.png

raid1.png

skirmish1.png

ambush1.png

campaign1.png