Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on September 21, 2013, 12:13:57 PM
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ARRP 2013
0.2.8 on LambdaHack:
http://roguebasin.roguelikedevelopment.org/index.php?title=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, is cooperative and competitive multiplayer (shared-screen only in this version) and overhauled searching. The code has been rewritten to have a single server that sends restricted game state updates to many fat clients, while a thin frontend layer multiplexes visuals from a subset of the clients. Upcoming features: new and improved frontends, improved AI (better leader switching and 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.
0.4.8 on Allure of the Stars
http://roguebasin.roguelikedevelopment.org/index.php?title=Allure_of_the_Stars
This is an alpha release of Allure of the Stars, a near-future Sci-Fi roguelike and tactical squad game. The game is barely fun at this stage and not yet really Sci-Fi. See the wiki for design notes and contribute.
New in this release are experimental multiplayer modes and a lot of gameplay changes induced by the engine overhaul. Long term goals are high replayability and auto-balancing through procedural content generation and persistent content modification based on player behaviour.
The game is written using the LambdaHack Haskell roguelike game engine.
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0.2.10 and 0.4.10 respectively:
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.
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Hey, that ARRP 2013 was absolutely by chance! :D
Thanks to whomever adds these announcements. Even if it's a bot --- than you again kind (electronical) being and please come over and compete with my AI players!
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Not a robot, just me here, manually paying attention and posting things as I can keep track of it all in my head and whatnot.
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LambdaHack 0.4.99.0 and Allure of the Stars 0.4.99.0 are unleashed!
https://github.com/LambdaHack/LambdaHack/blob/v0.4.99.0/CHANGELOG.md
https://github.com/AllureOfTheStars/Allure/blob/v0.4.99.0/CHANGELOG.md
Version 0.5 will officially be fun, but you may already sneak away with some
not officially approved thrills using the pre-compiled 64bit Linux binaries
https://github.com/LambdaHack/LambdaHack/releases
https://github.com/AllureOfTheStars/Allure/releases
or compiling and installing the Haskell source package using 'cabal'
http://hackage.haskell.org/package/LambdaHack
http://hackage.haskell.org/package/Allure
Have fun and give back feedback, ideas and patches!
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Congrats on the recent surge of dev progress---keep on surging onward! 8)
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Any chance for a Win binary? Would love to try it out.
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Any chance for a Win binary? Would love to try it out.
Yeah, would be great if somebody could compile one. I can only try to cross-compile
to Windows, which is theoretically possible with the Haskell toolset,
but that's actually a bit of a pioneer work:
https://github.com/LambdaHack/LambdaHack/issues/66
and in 12 hours I'm away for two weeks, so it may not happen for this release.
There are now auto-generated Nixos binaries:
http://hydra.cryp.to/search?query=Allure
http://hydra.cryp.to/search?query=LambdaHack
but it's yet another flavour of Linux, unfortunately. ::)
Perhaps the next release of Space Privateers (fun; same engine,
but is rumoured to have automated squad movement in the next release)
will have Windows binaries earlier, who knows. ;)
http://forums.roguetemple.com/index.php?topic=4261.0
PS. getter77, thank you, keep up your good work, too!
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Any chance for a Win binary? Would love to try it out.
Seconded. I have the tech aptitude of a potato. The last time I looked into compiling a roguelike (for the 7DRL review panel) I asked a couple of tech support friends, a programmer and a full time professional game developer, and the consensus was "whatever the game is, it's not worth the trouble of compiling it yourself, it could take weeks".
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Could somebody with 32bit-only Linux verify that the i386 binary at the following address works for him?
It was sort-of cross-compiled on my 64bit Linux, so I'm suspicious. Thank you!
https://github.com/AllureOfTheStars/Allure/releases/tag/v0.4.99.0
It's still a long way to cross-compiling for Wingdows and OSX, but we are slowly gaining ground...
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I'll check the binaries in the evening when I get home and post the results here.
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The game worked without any problems at all.
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Thank you very much for checking the i386 Linux binary. Now, the time has come for a Wingdows binary. Yay, that was tiresome, even though I managed to stick to Linux and the Wine emulator.
Could somebody with a 32bit Windows computer and somebody with a 64bit Windows computer verify that the 32bit Windows binary at the following address works for him?
https://github.com/LambdaHack/LambdaHack/releases/latest
As described on the download page, before you download and run the Windows version of the game for the first time,
you need to download and run the GTK installer. The default settings should suffice (just 'Next' a few times).
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Edit: I've tweaked the archive a little, in particular adding zlib1.dll, which Windows have trouble looking up in the gtk directory.
Edit 2: I hope. at some point, to bundle all required libs together with the executable, but this may come even after the 0.5.0.0 release, which means far future.
When I bundle all of GTK with the game, this will enlarge the archive by 10 or 20 MB. Not so bad. What requires testing and tweaking, though,
is placing the libraries in such way that Windows can find them. I'm not sure if an archive is enough for that. Perhaps an installer will be needed.
The current settup, with a separate GTK installer has 2 advantages: you need administrator privileges only for the official GTK installer, not for our shady games,
and you download GTK only once and not with each update to the games.
Edit 3: I've got a success report from Windows Vista 32 bit, so I update the instructions accordingly.
Edit 4: I've just got a success report from Windows 7 64 bit, so I let's get the party started. :coctail:
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The unexpectedly extensive updates of LambdaHack
https://github.com/LambdaHack/LambdaHack/releases/tag/v0.4.100.0
and Allure of the Stars
https://github.com/AllureOfTheStars/Allure/releases/tag/v0.4.100.0
are finally out!
Linux and Windows binaries are ready and should be easy to run.
Source code is free, heroes are alert, monsters and aliens are uncowed.
Credit (or blame) for such a big stack of changes before v0.5 goes to tuturto, for suggesting a timeout on hammers of pushing and requesting a timed effect for drinking (or neglecting to drink) the daily allowance of piratey grog. It turned out both could be easily implemented using the same basic mechanism, without resorting to a post-v5.0 FRP-style rewrite. However, the mechanism proved so much fun that the games now have lots of new items, a totally revamped balance and a quite changed AI. I'm also ashamed to admit, the content API of the engine is rather incompatible with v0.4.99.0 despite my solemn promises. But since the content is extensively rewritten to match the new item effects and AI behaviour,, the API seems the least of the engine users' and other piratey types' problems. ;)
Enjoy!
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Doh, double post. Have a double allowance of fun, then! :)
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Fitting for a double update! :P
Keep at it folks---seems 2015 may see the both of them get some real momentum going as the binaries are a big step towards expanding both general awareness.visibility and the playerbase. 8)
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Ooh, new version of LambdaHack. I should try it out and see about the new features.
Funny thing is that just today we were talking with colleagues about programming with Haskell. Maybe that's a sign that I should continue too :)
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v0.4.101.0 8)
Changes
the game is now officially fun to play
introduce unique boss monsters and unique artifact items
add animals that heal the player
let AI gang up, attempt stealth and react to player aggressiveness
spawn actors fast and close to the enemy
spawn actors less and less often on a given level, but with growing depth
prefer weapons with effects, if recharged
make the bracing melee bonus additive, not multiplicative
let explosions buffet actors around
make braced actors immune to translocation effects
use mouse for movement, actor selection, aiming
don't run straight with selected actors, but go-to cross-hair with them
speed up default frame rate, slot down projectiles visually
rework item manipulation UI
you can pick up many items at once and it costs only one turn
allow actors to apply and project from the shared stash
reverse messages shown in player diary
display actor organs and stats
split highscore tables wrt game modes
move score calculation formula to content
don't keep the default/example config file commented out; was misleading
I was naughty again and changed v0.5.0.0 of LambdaHack content API slightly one last time
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So, a "decoration robot" just threw a bottle at one of my team making her both drunk and healed, then "stomped" her down to death.
I just love how weird/mad this game is and thankfully this update sorts out the keyboard "always run" bug - can finally play it properly!
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So, a "decoration robot" just threw a bottle at one of my team making her both drunk and healed,
From your description that obviously matches a flask of whiskey.
then "stomped" her down to death.
Yeah, decoration robots are fast, intelligent and relatively strong.
Their only weakness is that their spotlights make them visible in dark,
so you can easily fight them from a distance, hiding in darkness yourself.
Actually, let me note down the idea for Scrolls of Darkness
because they would be handy in that case (in fully lit levels).
I just love how weird/mad this game is
Thank you. :D
BTW, you can lower difficulty, there's no shame in that.
E.g., AI (that never cheats) can reasonably often win campaign
only in lowest difficulty.
and thankfully this update sorts out the keyboard "always run" bug - can finally play it properly!
I'm glad to hear that, though if you play on Windows, you need
to use Control instead of Shift for running, because GTK on Windows
just doesn't distinguish keypad keys with and without Shift.
Oh, and you have mouse now, for go-to, aiming and inspecting tiles.
BTW, you must be playing Allure, which will be released in a few weeks
(some balancing still to do; in particular probably too hard).
Did you compile from source? If not, if you are playing a 3-months
old Allure v0.4.100.0, let me make some prerelease binaries of v0.4.101.0
for you. Windows, I presume?
Or you can give the LambdaHack game a go.
The two are diverging more and more. In particular you are safe from
robots in LambdaHack. But rest assured, it's just as mad. ;)
https://github.com/LambdaHack/LambdaHack/releases/latest
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Yeah, decoration robots are fast, intelligent and relatively strong.
Their only weakness is that their spotlights make them visible in dark,
so you can easily fight them from a distance, hiding in darkness yourself.
To be honest I only played a few times and just scratched the surface - but glad to hear this game is not only amazingly strange but also complex.
Yes, playing Windows version of Allure from the December link. Anything newer is most welcome :) Should also give Lambda a go in a spare moment...
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hiding in darkness
[...] glad to hear this game is not only amazingly strange but also complex.
If it seem too complex and cryptic, let AI take over (Ctrl-A) and see what it does.
AI is sometimes quite dumb, but at least it knows its goals well
and most of the time reaches them (on easiest difficulty, at least).
In particular, sometimes it uses stealth really competently
(most frequently in the Ambush scenario).
Yes, playing Windows version of Allure from the December link. Anything newer is most welcome :)
Here you go. :)
https://github.com/AllureOfTheStars/Allure/releases/tag/v0.4.101.0-rc1
Edit: just replaced the Allure binary with one based on a slightly improved version of LambdaHack library.
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Just released an official new version v0.4.101.1 of Allure of the Stars:
https://github.com/AllureOfTheStars/Allure/releases/latest
and an updated LambdaHack (the engine and the game), more than ever sternly condoned for your daily intake of official fun:
https://github.com/LambdaHack/LambdaHack/releases/latest
The next version will be the grand v0.5, but the API is already frozen (won't succumb this time, promise).
Enjoy!