LambdaHack
OfMiceAndMech
Our great sponsors
LambdaHack | OfMiceAndMech | |
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8 | 1 | |
612 | - | |
0.5% | - | |
6.5 | - | |
about 1 month ago | - | |
Haskell | ||
BSD 3-clause "New" or "Revised" License | - |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
LambdaHack
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Release announcement: Sphere
Looks really cool! Here's how I do releases: https://github.com/LambdaHack/LambdaHack/issues/76
- Sharing Saturday #393
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Game design question: how to base item generation on character skill, but not promote artificial optimal play?
here's the failed commit: https://github.com/LambdaHack/LambdaHack/commit/930dfd46b949d1525e900b997137389a8092305b
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[ANN] Monomer, a GUI library for Haskell
I've recently tried that and gave up (https://github.com/LambdaHack/LambdaHack/issues/248). Perhaps it's possible to statically link SDL2, but I learnt it's impossible to statically link the OpenGL and X11 libraries, so you end up with a partially statically linked binary (I didn't manage to obtain even that).
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Getting Started...
I did some plotline sketches on the github wiki of my project, but never used them so far. Not much use from the other musings there, either. Instead I tweak the templates for procedural generation directly in the code (game content part of the code, to be precise) and get a lot of mileage out of that. The only page of the wiki I got lots of benefit from is the derivation of the simplified formula for calculating speed, distance and damage of projectile from their weight: https://github.com/LambdaHack/LambdaHack/wiki/Item-statistics#projectile-velocity-and-distance
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Getting to 1.0
Around a decade. No, one release per 1-2 years. The differences are quite large, both gameplay and, even more, UI, in particular in using ready fornts, then custom fonts, then many fonts at once. See the changelogs (that's only for the egine, but that's where most of the changes are made): https://github.com/LambdaHack/LambdaHack/releases
- Sharing Saturday #357
- Allure of the Stars v0.10.2.0 is out
OfMiceAndMech
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Sharing Saturday #393
OfMiceAndMechs (github) After a long hiatus i got back working on my game! Since my last post i basically started over, but i made a lot of progress and think i nearly have something playable. The current setup is: * 4 cities are spawned (images) ** each city has >40 npcs ** not procgen yet ** each city has a item to protect ** there are different ranks and tasks for npcs ** cities are automated in a way that the player can extend and change how cities work * after a short time most NPC are ordered to steal a flag from another city and enounter ** landmines ** monsters ** enemy npcs ** trap rooms * if the player manages to survive he will get a promotion There are a lot of things that are build and just need to be reintegrated like crafting and automation, so i feel like i'm getting somewhere. My question for you this week is: Does "automation roguelike" sound appealing to you?
What are some alternatives?
rattletrap - :car: Parse and generate Rocket League replays.
tateti-tateti - Meta tic-tac-toe ncurses game.
Nomyx - The Nomyx game
FunGEn - A lightweight, cross-platform, OpenGL-based 2D game engine in Haskell
monomer - An easy to use, cross platform, GUI library for writing Haskell applications.
Allure - Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad combat game written in Haskell; please offer feedback, e.g., after trying out the web frontend version at
postgresql-simple-url - Heroku helpers for pulmurice server
falling-turnip - falling sand game with regular parallel arrays.
general-games - Haskell package with helpful structures for a variety of games
halma - Chinese Checkers Haskell library, GUI application and Telegram bot
affection
SFML - Low level Haskell bindings for SFML 2.x