Difference between revisions of "LambdaHack"

From RogueBasin
Jump to navigation Jump to search
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.
in-game content creation, auto-balancing and persistent
content modification based on player behaviour.


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
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.