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No. |
Time |
User |
SHA256 |
-r1 (LambdaHack-0.2.14-r1) |
2014-07-26T09:01:08Z |
MikolajKonarski |
8cda2c84191d1571144d48337ca4346077b294c0e10895a99770965de5624720
|
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Changed description
from 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.
<<GameDefinition/screenshot.png>>
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.
Please see the changelog file for recent improvements
and the issue tracker for short-term plans. Long term vision
revolves around procedural content generation and includes
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, available from
<http://hackage.haskell.org/package/Allure>.
Note: All modules in this library are kept visible,
to let games override and reuse them.
OTOH, to reflect that some modules are implementation details
relative to others, the source code adheres to the following
convention. If a module has the same name as a directory,
the module is the exclusive interface to the directory.
No references to the modules in the directory are allowed
except from the interface module. This policy is only binding
inside the library --- users are free to do whatever they
please, since the library authors are in no position to guess
their particular needs.
to 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.
<<https://raw.githubusercontent.com/LambdaHack/media/master/screenshot/skirmish1.png>>
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.
Please see the changelog file for recent improvements
and the issue tracker for short-term plans. Long term vision
revolves around procedural content generation and includes
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, available from
<http://hackage.haskell.org/package/Allure>.
Note: All modules in this library are kept visible,
to let games override and reuse them.
OTOH, to reflect that some modules are implementation details
relative to others, the source code adheres to the following
convention. If a module has the same name as a directory,
the module is the exclusive interface to the directory.
No references to the modules in the directory are allowed
except from the interface module. This policy is only binding
inside the library --- users are free to do whatever they
please, since the library authors are in no position to guess
their particular needs.
|
-r0 (LambdaHack-0.2.14-r0) |
2014-07-25T15:08:44Z |
MikolajKonarski |
2b0add69d8e2f9c31d952c35af2080e72fee4f018ac0d27b7603f773e7b0261b
|
|
|