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 = Nov 30, 2013 | ||
|updver = 0.2. | |updver = 0.2.10 | ||
|licensing = [[BSD3]] (Free Software) | |licensing = [[BSD3]] (Free Software) | ||
|language = [[Haskell]] | |language = [[Haskell]] | ||
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and of clients (human and AI-controlled) and server. | and of clients (human and AI-controlled) and server. | ||
New | New in this release are screensaver game modes (AI vs AI), | ||
( | improved AI (can now climbs stairs, etc.), multiple, | ||
multi-floor staircases, multiple savefiles, configurable | |||
framerate and combat animations and more. | |||
Upcoming features: new and improved frontends, improved AI | Upcoming features: new and improved frontends, improved AI | ||
(better | (pathfinding, autoexplore, better ranged combat), dynamic | ||
sources, explosions, player action undo/redo, completely | light sources, explosions, player action undo/redo, completely | ||
redesigned UI. Long term goals are focused on procedural | redesigned UI. Long term goals are focused on procedural | ||
content generation and include in-game content creation, | content generation and include in-game content creation, |
Revision as of 08:31, 30 November 2013
LambdaHack | |
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Library project | |
Developer | Andres Löh, Mikolaj Konarski |
Released | Apr 12, 2008 |
Updated | Nov 30, 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 are screensaver game modes (AI vs AI), improved AI (can now climbs stairs, etc.), multiple, multi-floor staircases, multiple savefiles, configurable framerate and combat animations and more. Upcoming features: new and improved frontends, improved AI (pathfinding, autoexplore, better 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.