Difference between revisions of "LambdaHack"
Line 31: | Line 31: | ||
completely redesigned UI. Long term goals are focused | completely redesigned UI. Long term goals are focused | ||
around procedural content generation and include | around procedural content generation and include | ||
the improvement of the AI monad EDSL, so that rules | in-game content creation, auto-balancing, persistent | ||
content modification based on player behaviour | |||
and the improvement of the AI monad EDSL, so that rules | |||
for synthesising monster behaviour from game content | for synthesising monster behaviour from game content | ||
are extensible, readable and easy to debug | are extensible, readable and easy to debug. | ||
A larger game that depends on the LambdaHack library | A larger game that depends on the LambdaHack library |
Revision as of 18:02, 10 February 2012
LambdaHack | |
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Library project | |
Developer | Andres Löh, Mikolaj Konarski |
Released | Apr 12, 2008 |
Updated | Feb 9, 2012 |
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, it 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.
Upcoming new features: improved squad combat, player action undo/redo, ranged combat animations, completely redesigned UI. Long term goals are focused around procedural content generation and include in-game content creation, auto-balancing, persistent content modification based on player behaviour and the improvement of the AI monad EDSL, so that rules for synthesising monster behaviour from game content are extensible, readable and easy to debug.
A larger game that depends on the LambdaHack library is Allure of the Stars.
Compiled using the cabal tool from the package available at its Hackage page.